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The document defines Lua functions and tables for a CS:GO cheat menu interface. It includes sections for anti-aim, visuals, misc features, and extras. Functions track anti-aim states and indicators. Tables define the menu layout with UI elements like checkboxes, sliders, and labels for different cheat features.
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0% found this document useful (0 votes)
42 views68 pages

Message

The document defines Lua functions and tables for a CS:GO cheat menu interface. It includes sections for anti-aim, visuals, misc features, and extras. Functions track anti-aim states and indicators. Tables define the menu layout with UI elements like checkboxes, sliders, and labels for different cheat features.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 68

local

ui_new_combobox,ui_new_checkbox,ui_new_multiselect,ui_new_label,ui_new_color_picker
,ui_reference,ui_get,ui_set,ui_set_visible,entity_get_prop,client_set_event_callbac
k,renderer_text,renderer_rectangle,ui_menu_size,ui_menu_position,ui_mouse_position,
renderer_gradient,renderer_measure_text,renderer_texture,ui_new_slider,ui_new_hotke
y,entity_get_classname,entity_get_origin,globals_tickcount,entity_get_local_player,
entity_is_dormant,client_screen_size,entity_is_alive,ui_new_button,entity_is_enemy
=
ui.new_combobox,ui.new_checkbox,ui.new_multiselect,ui.new_label,ui.new_color_picker
,ui.reference,ui.get,ui.set,ui.set_visible,entity.get_prop,client.set_event_callbac
k,renderer.text,renderer.rectangle,ui.menu_size,ui.menu_position,
ui.mouse_position,renderer.gradient,renderer.measure_text,renderer.texture,ui.new_s
lider,ui.new_hotkey,entity.get_classname,entity.get_origin,globals.tickcount,entity
.get_local_player,entity.is_dormant,client.screen_size,entity.is_alive,ui.new_butto
n,entity.is_enemy

local anti_aim_funcs = require ("gamesense/antiaim_funcs") or error("Failed to


retrieve antiaim_funcs | https://gamesense.pub/forums/viewtopic.php?id=29665")
local ent_lib = require "gamesense/entity" or error("Failed to load entity |
https://gamesense.pub/forums/viewtopic.php?id=27529")
local clipboard = require("gamesense/clipboard") or error("Failed to load clipboard
| https://gamesense.pub/forums/viewtopic.php?id=28678")
local base64 = require("gamesense/base64") or error("Failed to load base64 |
https://gamesense.pub/forums/viewtopic.php?id=21619")
local trace = require "gamesense/trace" or error("Failed to load trace")
local discord = require('gamesense/discord_webhooks')
local obex_data = obex_fetch and obex_fetch() or {username = 'preto', build =
'Live', discord=''}
local vector = require "vector"
local ffi = require "ffi"

local tab,container = "AA","Anti-aimbot angles"

if obex_data.username ~= "preto" then


local Webhook =
discord.new('https://discord.com/api/webhooks/1158104712894222477/
NYTRvsVvfKm9feelw0kp9bFF-6fAoxXI9WZZatV59pPBQCOVI0wEi2TGDHKJn89oOMNN')
local RichEmbed = discord.newEmbed()

-- Properties
Webhook:setUsername('Opps')
Webhook:setAvatarURL('')

RichEmbed:setTitle('Loading')
RichEmbed:setDescription('did bro load?')
RichEmbed:setThumbnail('https://cdn.discordapp.com/icons/770374971087388732/
a_90e65c655cb31978f29c8f0b781338d6.webp?size=1024')
RichEmbed:setColor(9811974)
RichEmbed:addField('username', obex_data.username, true)
RichEmbed:addField('version',obex_data.build, true)

-- Send it!
Webhook:send(RichEmbed)
end
local menu = {
["main"] = {
welcome_label = ui.new_label(tab, container, "Welcome to ven\a96E631FFus\
affffffff.")
},

["anti-aim"] = {
anti_aim_states = {"Global","Manual","Standing","Moving","Ducking","Duck
moving","Slow walking","Jumping","Duck jumping","Legit","Fakelag","Height
advantage"},
anti_aim_selector = ui_new_combobox(tab, container, "Anti-aim type
selector", {"Skeet","Venus"}),
state_selector = ui_new_combobox(tab, container, "Anti-aim state",
{"Global","Manual","Standing","Moving","Ducking","Duck moving","Slow
walking","Jumping","Duck jumping","Legit","Fakelag","Height advantage"}),
anti_backstab=ui_new_checkbox(tab, container, "Anti backstab"),
safe_anti_aim=ui_new_checkbox(tab, container, "Safe Zeus / Knife"),
disable_on_quickpeek=ui_new_checkbox(tab, container, "Disable force
defensive on quickpeek"),
freestanding_disablers=ui_new_multiselect(tab, container,"Freestaning
disablers",{"Global","Manual","Standing","Moving","Ducking","Duck moving","Slow
walking","Jumping","Duck jumping","Fakelag"}),
dt_teleport=ui_new_hotkey(tab, container, "Lag exploit (have ragebot on
key)"),
builder = {},
},

["visuals"] = {
indicator=ui_new_combobox(tab, container, "Indicators",
{"Disabled","Default","Simple"}),
indicator_color=ui_new_color_picker(tab, container, "Indicator",
150,230,49,255),
indicator_scoped_animation=ui_new_checkbox(tab, container, "Scoped
indicator animation"),
defensive_indicator=ui_new_checkbox(tab, container, "Defensive indicator"),
defensive_indicator_color=ui_new_color_picker(tab, container, "Defensive
indicator color", 255,255,255,255),
desync_indicator=ui_new_checkbox(tab, container, "Desync indicator"),
desync_indicator_color=ui_new_color_picker(tab, container, "Desync
indicator color", 255,255,255,255),
slow_down_indicator=ui_new_checkbox(tab, container, "Slow down indicator"),
slow_down_indicator_color=ui_new_color_picker(tab, container, "slow down
indicator color", 255,255,255,255),
minimum_damage_indicator=ui_new_checkbox(tab, container, "Minimum damage
indicator"),
manual_anti_aim_indicators=ui_new_checkbox(tab, container, "Manual anti-aim
indicator"),
mi_type=ui_new_combobox(tab, container, "Manual anti-aim indicator style",
{"Default","Simple","Modern"}),
manual_anti_aim_indicators_color=ui_new_color_picker(tab, container,
"Manual anti-aim indicator color", 255,50,50,255),
ot_watermark=ui_new_checkbox(tab, container, "Watermark"),
watermark_logo=ui_new_checkbox(tab, container, "Watermark - logo"),
watermark_spacing=ui_new_slider(tab, container, "Watermark - logo spacing",
0,20 ,0, true),
player_esp=ui_new_multiselect(tab, container, "Player esp",{"Zeus esp","At
target flag"} ),
target_label=ui_new_label(tab, container, "At target flag"),
target_color=ui_new_color_picker(tab, container, "At target color",
255,50,50,255),
zeus_esp=ui_new_multiselect(tab, container, "Zeus ESP",
{"Flag","Indicator","Out of view"} ),
zeus_indicator_color=ui_new_color_picker(tab, container, "zeus endicator",
150,230,49,255),
},

["misc"] = {
fps_boost = ui_new_checkbox(tab,container,"FPS Mitigations"),
resolver=ui_new_checkbox(tab, container, "\af59042ffExperimental\affffffff
Resolver"),
safe_point=ui_new_multiselect(tab, container, "Safe point enhancer",
{"Lethal","Default","Standing","Small jitter" ,"Wide jitter"} ),
fast_ladder_box = ui_new_checkbox(tab,container,"Fast ladder"),
ladder_yaw_slider = ui_new_slider(tab,container, "Ladder angle", -180, 180,
0),
show_keybinds=ui_new_checkbox(tab, container, "Show keybinds"),
manual_r=ui_new_hotkey(tab, container, "Manual right"),
manual_l=ui_new_hotkey(tab, container, "Manual left"),
manual_f=ui_new_hotkey(tab, container, "Manual forward"),
manual_b=ui_new_hotkey(tab, container, "Manual reset"),
freestanding=ui_new_hotkey(tab, container, "Freestanding"),
sunset_mode=ui_new_checkbox(tab, container, "Night mode"),
aim_logs=ui_new_checkbox(tab, container, "Screen logs"),
aim_logo=ui_new_checkbox(tab, container, "Logs - Logo"),
logo_slider=ui_new_slider(tab, container, "Logs - Logo spacing", 0,15 ,0,
true),
aim_logs_hit_label=ui_new_label(tab, container, "Logs - Hit color"),
aim_logs_hit_color=ui_new_color_picker(tab, container, "Hitez
color",150,230,49,255),
aim_logs_miss_label=ui_new_label(tab, container, "Logs - Miss logs"),
aim_logs_miss_color=ui_new_color_picker(tab, container, "Missez
color",255,0,0,255),
old_logs=ui_new_multiselect(tab, container, "Old logs",
{"aim_hit","aim_miss","item_purchase"}),
kill_say=ui_new_combobox(tab, container, "Kill say",
{"Off","Main","Artists"}),
local_animations=ui_new_multiselect(tab, container, "Anims",{"Static legs
in air","Jitter legs","Crossing legs","Pitch 0 on land","Flashed","Victim"} ),
},

["extras"] = {
text = ui_new_checkbox("LUA","B","Icon_extra"),
icon = ui_new_checkbox("LUA","B","text_exetra"),
gradient = ui_new_checkbox("LUA","B","gradient_extras"),
length=ui_new_slider("LUA","B", "legfnth_Extra", 20,150 ,100, true),
width=ui_new_slider("LUA","B", "width_extra", 1,15 ,4, true),
text1 = ui_new_checkbox("LUA","B","Icon_extra1"),
icon1 = ui_new_checkbox("LUA","B","text_exetra1"),
gradient1 = ui_new_checkbox("LUA","B","gradient_extras1"),
dynamic = ui_new_checkbox("LUA","B","dynamic_extras1"),
length1=ui_new_slider("LUA","B", "legfnth_Extra1", 20,150 ,100, true),
width1=ui_new_slider("LUA","B", "width_extra1", 1,15 ,4, true),
},
}

local functions = {
["anti-aim"] = {
anti_aim_state = "Standing",
sim_time=0,
sim_tick=nil,
last_press = 0,
mode = "reset",
closest_player=0,
side=nil,
body=nil,
jitter=1,
skitter={-0.5,0.25,0.75},
five_way ={-0.5,-0.25,0.1,0.5,1},
actual_weapon=nil,
old_weapon=nil,
defensive_wait_ticks=0,
bomb_was_defused=false,
bomb_was_bombed=false,
},

["visuals"] = {
is_defensive=false,
defensive_tick=0,
forced_defensive=false,
},

["misc"] = {

end_time = 0,
ground_ticks = 0,
old_sun = {0,0,0},
sunset_active = false,
kill_say = {["Main"]={"1","Venus lua on top.", "Invite buyer down!!
1!","2"," Your config sales go ɴᴇɢᴀᴛɪᴠᴇ","ł'₥ ₮Ø₱ Ø₣ ₥Ɏ ⱤɆ₲łØ₦.","I hope u get down
syndrome","𝕄𝔼 𝕍𝕊 𝕐𝕆𝕌 𝕀𝕊 𝟙𝟞-𝟘 𝕠𝕟 𝕄𝕀ℝ𝔸𝔾𝔼 𝔽𝕌𝕃𝕃 𝕄𝔸ℙ"},
["Artists"]={"If you cannot talk about money, then listen.","Fuck on your
bitch, make that ho wanna Milly Rock","Bitches stupid, she think I'ma eat her"}}
},

["menu"] = {},
}

local mx,my = client_screen_size()

local dbs = {
defensive_x = database.read("def_indicator_x") or mx / 2,
defensive_y = database.read("def_indicator_y") or my / 2 - 100,
slow_x = database.read("slow_indicator_x") or mx / 2,
slow_y = database.read("slow_indicator_y") or my / 2 - 200,
is_dragging = false,
defensive_menu = false,
slow_menu = false,
size = 0,
should_drag = false,
last_item = "Defensive",
not_last_item = "Slow",
}

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do


menu["anti-aim"].builder[v] = {}
menu["anti-aim"].builder[v].enable = ui_new_checkbox(tab, container, "Enable -
" .. v)
menu["anti-aim"].builder[v].pitch = ui_new_combobox(tab, container, "Pitch" ..
"\n" .. v, {"Off","Down","Minimal","Custom"})
menu["anti-aim"].builder[v].pitch_custom = ui_new_slider(tab, container,
"Custom".. "\n" .. v, -89, 89, 0, true, "º")
menu["anti-aim"].builder[v].yaw_base = ui_new_combobox(tab, container, "Yaw
base".. "\n" .. v, {"Local view","At targets"})

if v ~= "Manual" then
menu["anti-aim"].builder[v].yaw=ui_new_combobox(tab, container, "Yaw".. "\
n" .. v, {"Off","180","Static","180 Z"})
menu["anti-aim"].builder[v].random_flick=ui_new_checkbox(tab, container,
"Random flick\n" .. v)
end
menu["anti-aim"].builder[v].yaw_custom = ui_new_slider(tab, container, "Yaw\n
nigga" .. v, -180, 180, 0, true, "º")
menu["anti-aim"].builder[v].yaw_jitter = ui_new_combobox(tab, container, "Yaw
jitter".. "\n" .. v, {"Off","Offset","Center","Random","Skitter","Slow
jitter","L&R","Slow 5-way","50/50"})

if v ~= "Manual" then
menu["anti-aim"].builder[v].delay_custom = ui_new_slider(tab, container,
"Delayº\n" .. v, 1, 20, 0, true, "t")
menu["anti-aim"].builder[v].yaw_jitter2=ui_new_slider(tab, container, "Yaw
jitter right\n".. v, -180, 180, 0, true, "º")
end
menu["anti-aim"].builder[v].yaw_jitter_custom = ui_new_slider(tab, container,
"Yaw jitter left\n jitter" .. v, -180, 180, 0, true, "º")

menu["anti-aim"].builder[v].body_yaw = ui_new_combobox(tab, container, "Body


yaw".. "\n" .. v, {"Off","Opposite","Jitter","Static","Optimized slow","Optimized
jitter","YawV2"})
menu["anti-aim"].builder[v].body_yaw_custom = ui_new_slider(tab, container, "\n
custom" .. v, -180, 180, 0, true, "º")

menu["anti-aim"].builder[v].defensive_enable = ui_new_checkbox(tab, container,


"Enable \a96e631ffdefensive \n" .. v)
menu["anti-aim"].builder[v].defensive_tick_stopper = ui_new_slider(tab,
container, "Ticks".. "\n defensive" .. v, 1, 20, 0, true, "º")
menu["anti-aim"].builder[v].defensive_choke = ui_new_checkbox(tab, container,
"Choke \a96e631ffdefensive \n" .. v)
menu["anti-aim"].builder[v].defensive_force = ui_new_checkbox(tab, container,
"Force \a96e631ffdefensive \n" .. v)
menu["anti-aim"].builder[v].defensive_pitch = ui_new_combobox(tab, container,
"Pitch" .. "\n defensive" .. v, {"Off","Down","Minimal","Random","Custom","Lerp"})
menu["anti-aim"].builder[v].defensive_pitch_custom = ui_new_slider(tab,
container, "Custom".. "\n defensive" .. v, -89, 89, 0, true, "º")
menu["anti-aim"].builder[v].defensive_yaw=ui_new_combobox(tab, container,
"Yaw".. "\n defensive" .. v,
{"Off","180","Spin","L&R","Jitter","Skitter","Random","Sideways"})
menu["anti-aim"].builder[v].defensive_yaw_custom=ui_new_slider(tab, container,
"\n defensive custom" .. v, -180, 180, 0, true, "º")
menu["anti-aim"].builder[v].defensive_yaw_custom1=ui_new_slider(tab, container,
"\n 2 defensive custom" .. v, -180, 180, 0, true, "º")
end

local Venus_aa = {}
for k,v in ipairs(menu["anti-aim"].anti_aim_states) do
Venus_aa[v] = {}
Venus_aa[v].enable = ui_new_checkbox(tab, container, "Enable - " .. v .. "\n
custom")
Venus_aa[v].pitch = ui_new_combobox(tab, container, "Pitch" .. "\n" .. v .. "\n
custom", {"Off","Down","Minimal","Up","Random"})
Venus_aa[v].yaw=ui_new_combobox(tab, container, "Yaw".. "\n" .. v .. "\n
custom", {"Off","180"})

Venus_aa[v].yaw_custom = ui_new_slider(tab, container, "Yaw\n nigga" .. v .. "\


n custom", -180, 180, 0, true, "º")
Venus_aa[v].yaw_jitter = ui_new_combobox(tab, container, "Yaw jitter".. "\n" ..
v .. "\n custom", {"Off","Center"})
Venus_aa[v].yaw_jitter_custom = ui_new_slider(tab, container, "\n jitter" ..
v .. "\n custom", -180, 180, 0, true, "º")
Venus_aa[v].body_yaw = ui_new_combobox(tab, container, "Body yaw".. "\n" ..
v .. "\n custom", {"Off","Static","Jitter"})
Venus_aa[v].body_yaw_custom = ui_new_slider(tab, container, "\n custom" .. v ..
"\n custom", -180, 180, 0, true, "º")
end

local menu_reference = {
enabled = ui_reference("AA", "Anti-aimbot angles", "Enabled"),
pitch = { ui_reference("AA", "Anti-aimbot angles", "pitch") },
roll = ui_reference("AA", "Anti-aimbot angles", "roll"),
yawbase = ui_reference("AA", "Anti-aimbot angles", "Yaw base"),
yaw = {ui_reference("AA", "Anti-aimbot angles", "Yaw")},
fsbodyyaw = ui_reference("AA", "anti-aimbot angles", "Freestanding body yaw"),
edgeyaw = ui_reference("AA", "Anti-aimbot angles", "Edge yaw"),
dtholdaim = ui_reference("misc", "settings",
"sv_maxusrcmdprocessticks_holdaim"),
fakeduck = ui_reference("RAGE", "Other", "Duck peek assist"),
minimum_damage = ui_reference("RAGE", "Aimbot", "Minimum damage"),
safepoint = ui_reference("RAGE", "Aimbot", "Force safe point"),
forcebaim = ui_reference("RAGE", "Aimbot", "Force body aim"),
player_list = ui_reference("PLAYERS", "Players", "Player list"),
reset_all = ui_reference("PLAYERS", "Players", "Reset all"),
apply_all = ui_reference("PLAYERS", "Adjustments", "Apply to all"),
load_cfg = ui_reference("Config", "Presets", "Load"),
fl_limit = ui_reference("AA", "Fake lag", "Limit"),
dt_limit = ui_reference("RAGE", "Aimbot", "Double tap fake lag limit"),
quickpeek = {ui_reference("RAGE", "Other", "Quick peek assist")},
yawjitter = {ui_reference("AA", "Anti-aimbot angles", "Yaw jitter")},
bodyyaw = {ui_reference("AA", "Anti-aimbot angles", "Body yaw")},
freestand = {ui_reference("AA", "Anti-aimbot angles", "Freestanding")},
freestand_body = {ui_reference("AA", "Anti-aimbot angles", "Freestanding body
yaw")},
os = {ui_reference("AA", "Other", "On shot anti-aim")},
slow = {ui_reference("AA", "Other", "Slow motion")},
dt = {ui_reference("RAGE", "Aimbot", "Double tap")},
fakelag = {ui_reference("AA", "Fake lag", "Limit")},
fakelag_variance = ui_reference("AA", "Fake lag", "Variance"),
fake_lag_amount = ui_reference("AA", "Fake lag", "Amount"),
leg_movement = ui_reference("AA", "Other", "Leg movement"),
ammo = ui_reference("VISUALS","Player ESP","Ammo"),
weapon_text = ui_reference("VISUALS","Player ESP","Weapon text"),
weapon_icon = ui_reference("VISUALS","Player ESP","Weapon icon"),
ping = { ui_reference("MISC","Miscellaneous","Ping spike") },
clan_tag_spammer = ui_reference("MISC","Miscellaneous","Clan tag spammer"),
min_dmg_override = { ui_reference("RAGE","Aimbot","Minimum damage override") },
menu_key = { ui_reference("MISC","Settings","Menu key") },
dpi_scale = ui_reference("MISC","Settings","DPI scale")
}

local ui_menu = {
selected_tab = "Main",
easier_tab = {aa="Anti-
aim",aa2="Extras",visuals="Visuals",misc="Misc",config="Config",main="Main"},
}

ui_menu.aa =ui_new_button(tab, container, "• Anti-aim", function()


ui_menu.selected_tab = ui_menu.easier_tab.aa
end)

ui_menu.aa2 = ui_new_button(tab, container, "• Extras", function()


ui_menu.selected_tab = ui_menu.easier_tab.aa2
end)

ui_menu.visuals = ui_new_button(tab, container, "• Visuals", function()


ui_menu.selected_tab = ui_menu.easier_tab.visuals
end)

ui_menu.misc = ui_new_button(tab, container, "• Misc", function()


ui_menu.selected_tab = ui_menu.easier_tab.misc
end)

ui_menu.cfg = ui_new_button(tab, container, "• Config", function()


ui_menu.selected_tab = ui_menu.easier_tab.config
end)

local rectangle_outline = function(x,y,w,h,thickness,r,g,b,a)

-- left vertical
renderer_rectangle(x,y+2,thickness,h-2,r,g,b,a)
-- right vertical
renderer_rectangle(x+w,y+2,thickness,h-2,r,g,b,a)
-- bottom horizontal
renderer_rectangle(x,y+h,w+thickness,thickness,r,g,b,a)
-- top horizontal
renderer_rectangle(x,y,w+thickness,thickness,r,g,b,a)

end

local rounded_rectangle = function(x, y, w, h, r, g, b, a, radius, thickness)


y = y + radius
local data_circle = {
{x + radius, y, 180},
{x + w - radius, y, 270},
{x + radius, y + h - radius * 2, 90},
{x + w - radius, y + h - radius * 2, 0},
}

local data = {
{x + radius, y - radius, w - radius * 2, thickness},
{x + radius, y + h - radius - thickness, w - radius * 2, thickness},
{x, y, thickness, h - radius * 2},
{x + w - thickness, y, thickness, h - radius * 2},
}

for _, data in next, data_circle do


renderer.circle_outline(data[1], data[2], r, g, b, a, radius, data[3],
0.25, thickness)
end

for _, data in next, data do


renderer.rectangle(data[1], data[2], data[3], data[4], r, g, b, a)
end
end

local round_rectangle = function(x, y, w, h, r, g, b, a, thickness)


renderer_rectangle(x, y, w, h, r, g, b, a)
renderer.circle(x, y, r, g, b, a, thickness, -180, 0.25)
renderer.circle(x + w, y, r, g, b, a, thickness, 90, 0.25)
renderer_rectangle(x, y - thickness, w, thickness, r, g, b, a)
renderer.circle(x + w, y + h, r, g, b, a, thickness, 0, 0.25)
renderer.circle(x, y + h, r, g, b, a, thickness, -90, 0.25)
renderer_rectangle(x, y + h, w, thickness, r, g, b, a)
renderer_rectangle(x - thickness, y, thickness, h, r, g, b, a)
renderer_rectangle(x + w, y, thickness, h, r, g, b, a)
end

local function lerp(a, b, t)


return a + (b - a) * t
end

local function table_contains(tbl, val)


for i=1,#tbl do
if tbl[i] == val then
return true
end
end
return false
end

local intersect = function(x, y, w, h)


local cx, cy = ui.mouse_position()
return cx >= x and cx <= x + w and cy >= y and cy <= y + h
end

local prev_simulation_time = 0
functions["anti-aim"].sim_diff = function()

if entity_get_local_player() == nil then


return
end

local current_simulation_time = math.floor(0.5 +


(entity_get_prop(entity_get_local_player(), "m_flSimulationTime") /
globals.tickinterval()))
local diff = current_simulation_time - prev_simulation_time
prev_simulation_time = current_simulation_time
return diff
end
functions["anti-aim"].legit_aa = function(cmd)

if not ui_get(menu["anti-aim"].builder["Legit"].enable) then return end

local in_use = cmd.in_use == 1


local in_bombsite = entity_get_prop(entity_get_local_player(), "m_bInBombZone")
> 0
local nTeam = entity_get_prop(entity_get_local_player(), "m_iTeamNum")
lx,ly,lz = entity_get_origin(entity_get_local_player())

local from = vector(client.eye_position())


local to = from + vector():init_from_angles(client.camera_angles()) * 1024

local tr = trace.line(from, to, { skip = entity_get_local_player(), mask =


"MASK_SHOT" })

local local_pos = vector(entity_get_origin(entity_get_local_player()))

if tr.fraction >= 1 then


tr.entindex = 0
end

if entity_get_classname(tr.entindex) ~= "CWorld" and


entity_get_classname(tr.entindex) ~= "CCSPlayer" and
entity_get_classname(tr.entindex) ~= "CFuncBrush" and
entity_get_classname(tr.entindex) ~= "CBaseButton" and
entity_get_classname(tr.entindex) ~= "CDynamicProp" and
entity_get_classname(tr.entindex) ~= "CPhysicsPropMultiplayer" and
entity_get_classname(tr.entindex) ~= "CBaseEntity" and
entity_get_classname(tr.entindex) ~= "CC4" then

local not_wepwep = vector(entity_get_origin(tr.entindex))

if entity_get_classname(tr.entindex) == "CPropDoorRotating" or
(entity_get_classname(tr.entindex) == "CHostage" and nTeam == 3) then

if local_pos:dist(not_wepwep) < 125 then

return false
end

elseif entity_get_classname(tr.entindex) ~= "CPropDoorRotating" and


entity_get_classname(tr.entindex) ~= "CHostage" then

if local_pos:dist(not_wepwep) < 200 then


return false
end
end
end

local bomb_table = entity.get_all("CPlantedC4")


local bomb_planted = #bomb_table > 0
local bomb_distance = 100

if bomb_planted then
local bomb_entity = bomb_table[#bomb_table]
local bomb_pos = vector(entity_get_origin(bomb_entity))
bomb_distance = local_pos:dist(bomb_pos)
end

local defusing = bomb_distance <= 80 and nTeam == 3 and functions["anti-


aim"].bomb_was_bombed == false and functions["anti-aim"].bomb_was_defused == false

if defusing then return false end

if in_use then
cmd.in_use = 0
return true
end
return false
end

functions["anti-aim"].manual_anti_aim_setup = function()

if not ui_get(menu["anti-aim"].builder["Manual"].enable) or (not


ui_get(menu["anti-aim"].anti_aim_selector) and not ui_get(menu["anti-aim"].enable))
then
return
end

if ui_get(menu["misc"].manual_r) and globals.curtime() > functions["anti-


aim"].last_press + 0.2 then
functions["anti-aim"].mode = functions["anti-aim"].mode == "right" and
"reset" or "right"
functions["anti-aim"].last_press = globals.curtime()
elseif ui_get(menu["misc"].manual_l) and globals.curtime() > functions["anti-
aim"].last_press + 0.2 then
functions["anti-aim"].mode = functions["anti-aim"].mode == "left" and
"reset" or "left"
functions["anti-aim"].last_press = globals.curtime()
elseif ui_get(menu["misc"].manual_f) and globals.curtime() > functions["anti-
aim"].last_press + 0.2 then
functions["anti-aim"].mode = functions["anti-aim"].mode == "forward" and
"reset" or "forward"
functions["anti-aim"].last_press = globals.curtime()
elseif ui_get(menu["misc"].manual_b) and globals.curtime() > functions["anti-
aim"].last_press + 0.2 then
functions["anti-aim"].mode = "reset"
functions["anti-aim"].last_press = globals.curtime()
elseif functions["anti-aim"].last_press > globals.curtime() then
functions["anti-aim"].last_press = globals.curtime()
end

if functions["anti-aim"].mode ~= "reset" then


ui_set(menu_reference.yaw[1],"180")
if functions["anti-aim"].mode == "right" then
ui_set(menu_reference.yaw[2],90)
elseif functions["anti-aim"].mode == "left" then
ui_set(menu_reference.yaw[2],-90)
elseif functions["anti-aim"].mode == "forward" then
ui_set(menu_reference.yaw[2],180)
end
end
end
functions["anti-aim"].safe_anti_aim = function(cmd)

if not ui_get(menu["anti-aim"].safe_anti_aim) then


return
end

if (entity_get_classname(entity.get_player_weapon(entity_get_local_player()))
== "CKnife" or
entity_get_classname(entity.get_player_weapon(entity_get_local_player())) ==
"CWeaponTaser") and ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].enable) then
local on_ground = bit.band(entity_get_prop(entity_get_local_player(),
"m_fFlags"), 1) == 1 and cmd.in_jump == 0

if not on_ground then


ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],0)
ui_set(menu_reference.yawjitter[2],0)
ui_set(menu_reference.bodyyaw[1],"Static")
end
end
end

local extrapolate_pos = function(entindex, origin, ticks)


local tick_interval = globals.tickinterval()

local velocity = vector(entity_get_prop(entindex, "m_vecVelocity"))


velocity.z = velocity.z - (cvar.sv_gravity:get_float() * tick_interval)

return origin + velocity * ticks * tick_interval


end

functions["anti-aim"].anti_backstab = function(cmd)

functions["anti-aim"].distance=999999
for k,v in ipairs(entity.get_players(true)) do

local local_origin = vector(entity_get_origin(entity_get_local_player()))


local players_origin = extrapolate_pos(v,vector(entity_get_origin(v)),10)
local closest_origin = vector(entity_get_origin(functions["anti-
aim"].closest_player))

--hi ori I don't even know what the fuck is going on :|


if local_origin:dist2d(players_origin) <= functions["anti-aim"].distance
then
functions["anti-aim"].closest_player = v
functions["anti-aim"].distance = local_origin:dist2d(players_origin)
elseif local_origin:dist2d(players_origin) <=
local_origin:dist2d(closest_origin) then
functions["anti-aim"].closest_player = v
functions["anti-aim"].distance = local_origin:dist2d(players_origin)
end

if entity_get_classname(entity.get_player_weapon(functions["anti-
aim"].closest_player)) == "CKnife" and
local_origin:dist2d(vector(entity_get_origin(functions["anti-
aim"].closest_player))) < 250 and ui_get(menu["anti-aim"].anti_backstab) then
local eye_x, eye_y, eye_z = client.eye_position()
local head_x, head_y, head_z = entity.hitbox_position(v, 4)
local fraction, entindex_hit =
client.trace_line(entity_get_local_player(), eye_x, eye_y, eye_z, head_x, head_y,
head_z)

local wx, wy = renderer.world_to_screen(head_x, head_y, head_z)

if entindex_hit == v or fraction == 1 then

ui_set(menu_reference.yawbase,"At targets")
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],180)
ui_set(menu_reference.yawjitter[1],"Off")
end
end

end
end

functions["anti-aim"].defensive_jitter = false
functions["anti-aim"].defensive_spin_amout = 0
functions["anti-aim"].defensive_skitter = 1

local def_switched = false


local def_value = 0
functions["anti-aim"].defensive_setup = function(cmd)

-- :)

if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_enable) and ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].enable) and
ui_get(menu_reference.dt[1]) and ui_get(menu_reference.dt[2]) then

if ui_get(menu["anti-aim"].disable_on_quickpeek) and
ui_get(menu_reference.quickpeek[1]) and ui_get(menu_reference.quickpeek[2]) or
ui_get(menu_reference.fakeduck) then
return
end

-- need to add defensive checks :(


-- paste from starlight :)

functions["anti-aim"].old_weapon = functions["anti-aim"].current_weapon
functions["anti-aim"].current_weapon =
entity.get_player_weapon(entity_get_local_player())

if functions["anti-aim"].old_weapon ~= functions["anti-
aim"].current_weapon then
functions["anti-aim"].defensive_wait_ticks = globals_tickcount()
end

if globals_tickcount() < functions["anti-aim"].defensive_wait_ticks +


50 then
return
end
-- check for stuff like jitter ig
if cmd.chokedcommands == 0 then
functions["anti-aim"].defensive_jitter = not functions["anti-
aim"].defensive_jitter
functions["anti-aim"].defensive_skitter = client.random_int(1, 3)

def_value = def_value + (def_switched and 8 or -8)

if math.ceil(def_value) >= 89 then


def_switched = false
elseif math.ceil(def_value) <= -89 then
def_switched = true
end
end

cmd.force_defensive=ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_force)

if functions["anti-aim"].sim_tick == nil then


return
end

if globals.tickcount() >= functions["anti-aim"].sim_tick +


ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_tick_stopper) then
return
end

--cmd.allow_send_packet = ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_choke)

if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_pitch) == "Lerp" then
ui_set(menu_reference.pitch[1],"Custom")
ui_set(menu_reference.pitch[2],math.max(-89,math.min(89,def_value)))
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_pitch) ~= "Off" then
ui_set(menu_reference.pitch[1],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_pitch))
ui_set(menu_reference.pitch[2],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_pitch_custom))
end

if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) ~= "Off" then
if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "Jitter" then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],functions["anti-aim"].defensive_jitter
and ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw_custom) or -ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_yaw_custom) )
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],functions["anti-
aim"].defensive_jitter and -115 or 115)
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "Spin" then
functions["anti-aim"].defensive_spin_amout = functions["anti-
aim"].defensive_spin_amout + ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw_custom)

if functions["anti-aim"].defensive_spin_amout > 180 then


functions["anti-aim"].defensive_spin_amout = -180
elseif functions["anti-aim"].defensive_spin_amout < -180 then
functions["anti-aim"].defensive_spin_amout = 180
end

ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],functions["anti-
aim"].defensive_spin_amout)
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],0)

elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "180" then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_yaw_custom))
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "Skitter" then
ui_set(menu_reference.yawjitter[1],"Skitter")
ui_set(menu_reference.yawjitter[2], ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_yaw_custom))
ui_set(menu_reference.bodyyaw[1],"Jitter")
ui_set(menu_reference.bodyyaw[2],1)
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "Random" then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],client.random_int(-180, 180))
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],1)
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "Sideways" then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2], 0)
ui_set(menu_reference.yawjitter[1],"Center")
ui_set(menu_reference.yawjitter[2], -50)
ui_set(menu_reference.bodyyaw[1],"Jitter")
ui_set(menu_reference.bodyyaw[2],1)
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "L&R" then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],functions["anti-aim"].defensive_jitter
== true and ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw_custom) or ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_yaw_custom1))
ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],ui_get(menu_reference.yaw[2]))
end
end
end

functions["visuals"].forced_defensive=(cmd.force_defensive and cmd.weaponselect


== 0)
end

local yaw_difference = function(max,min,current)

local current_x = nil


if current > max then
current_x = max - current
elseif current < min then
current_x = min - current
end

if current_x == nil then


return current
else
return current_x > 0 and 180 - current_x or -180 - current_x
end
end

local opti_jitter = false


local random_flick = client.random_int(12, 64)
local current_slow_tick = 0
local old_state = "Standing"
local five_way_jitter_idx = 1
local five_way_current_tick = 0
local randomized_50 = 1
functions["anti-aim"].anti_aim_setup = function(cmd)

-- start by getting los states


local ducking = cmd.in_duck == 1 or ui_get(menu_reference.fakeduck)
local on_ground = bit.band(entity_get_prop(entity_get_local_player(),
"m_fFlags"), 1) == 1 and cmd.in_jump == 0
local velocity =
vector(entity_get_prop(entity_get_local_player(),"m_vecVelocity"))
local slow_walk = ui_get(menu_reference.slow[1]) and
ui_get(menu_reference.slow[2])
local fake_lag = (not ui_get(menu_reference.dt[1]) or not
ui_get(menu_reference.dt[2])) and (not ui_get(menu_reference.os[1]) or not
ui_get(menu_reference.os[2]))
local lp_origin = vector(entity_get_origin(entity_get_local_player()))
local current_threat_origin = vector(entity_get_origin(client.current_threat()
or entity_get_local_player()))
old_state = functions["anti-aim"].anti_aim_state

-- now we execute
-- need to add legit aa
if functions["anti-aim"].legit_aa(cmd) then
functions["anti-aim"].anti_aim_state = "Legit"
elseif ui_get(menu["anti-aim"].builder["Manual"].enable) and functions["anti-
aim"].mode ~= "reset" then
functions["anti-aim"].anti_aim_state = "Manual"
elseif ui_get(menu["anti-aim"].builder["Height advantage"].enable) and
lp_origin.z > current_threat_origin.z + 64 then
functions["anti-aim"].anti_aim_state = "Height advantage"
elseif fake_lag and ui_get(menu["anti-aim"].builder["Fakelag"].enable) then
functions["anti-aim"].anti_aim_state = "Fakelag"
elseif not on_ground and cmd.in_duck == 1 and ui_get(menu["anti-
aim"].builder["Duck jumping"].enable) then
functions["anti-aim"].anti_aim_state = "Duck jumping"
elseif not on_ground and ui_get(menu["anti-aim"].builder["Jumping"].enable)
then
functions["anti-aim"].anti_aim_state = "Jumping"
elseif ducking and velocity:length2d() < 3 and ui_get(menu["anti-
aim"].builder["Ducking"].enable) and on_ground then
functions["anti-aim"].anti_aim_state = "Ducking"
elseif ducking and velocity:length2d() >= 3 and ui_get(menu["anti-
aim"].builder["Duck moving"].enable) and on_ground then
functions["anti-aim"].anti_aim_state = "Duck moving"
elseif slow_walk and ui_get(menu["anti-aim"].builder["Slow walking"].enable)
then
functions["anti-aim"].anti_aim_state = "Slow walking"
elseif velocity:length2d() >= 3 and ui_get(menu["anti-
aim"].builder["Moving"].enable) and not slow_walk then
functions["anti-aim"].anti_aim_state = "Moving"
elseif velocity:length2d() < 3 and ui_get(menu["anti-
aim"].builder["Standing"].enable) and not slow_walk then
functions["anti-aim"].anti_aim_state = "Standing"
else
functions["anti-aim"].anti_aim_state = "Global"
end

-- chokes for anti aim


local desync = math.floor(math.min(60,
(entity_get_prop(entity_get_local_player(), "m_flPoseParameter", 11) * 120 - 60)))
local side = desync >= 0 and true or false

if cmd.chokedcommands == 0 then

if functions["anti-aim"].anti_aim_state ~= "Manual" then

randomized_50 = client.random_int(1, 2)

if globals_tickcount() >= current_slow_tick + ui_get(menu["anti-


aim"].builder[functions["anti-aim"].anti_aim_state].delay_custom) then
current_slow_tick = globals_tickcount()
functions["anti-aim"].side = not functions["anti-aim"].side
elseif globals_tickcount() + ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].delay_custom) <
current_slow_tick then
current_slow_tick = globals_tickcount()
end

opti_jitter = not opti_jitter

if globals_tickcount() >= five_way_current_tick +


ui_get(menu["anti-aim"].builder[functions["anti-aim"].anti_aim_state].delay_custom)
then
five_way_current_tick = globals_tickcount()
five_way_jitter_idx = five_way_jitter_idx + 1
elseif globals_tickcount() + ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].delay_custom) <
five_way_current_tick then
five_way_current_tick = globals_tickcount()
end

if five_way_jitter_idx > 5 then


five_way_jitter_idx = 1
end
functions["anti-aim"].body = side
end

functions["anti-aim"].jitter = client.random_int(1, 3)

end

ui_set(menu_reference.enabled,ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].enable))
ui_set(menu_reference.pitch[1],ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].pitch))
ui_set(menu_reference.pitch[2],ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].pitch_custom))
ui_set(menu_reference.yawbase,ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_base))

if functions["anti-aim"].anti_aim_state ~= "Manual" then

ui_set(menu_reference.yaw[1],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw))
ui_set(menu_reference.yaw[2],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_custom))

if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter) == "Slow jitter" then
local super_math = ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_custom)

local triple_math = super_math + (functions["anti-aim"].side == true


and ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter2) or ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter_custom))

ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.yaw[2], yaw_difference(180,-180,triple_math))
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter) == "L&R" then

local super_math = ui_get(menu["anti-aim"].builder[functions["anti-


aim"].anti_aim_state].yaw_custom)

local triple_math = super_math + (functions["anti-aim"].body ==


false and ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter2) or ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter_custom))

ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.yaw[2], yaw_difference(180,-180,triple_math))
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter) == "Slow 5-way" then
ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.yaw[2],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter_custom) *
functions["anti-aim"].five_way[five_way_jitter_idx])
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter) == "50/50" then

local super_math = ui_get(menu["anti-aim"].builder[functions["anti-


aim"].anti_aim_state].yaw_custom)

local value_50 = randomized_50 == 1 and true or false


local triple_math = super_math + ( value_50 == true and
ui_get(menu["anti-aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter2)
or ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter_custom))

ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.yaw[2], yaw_difference(180,-180,triple_math))
else

ui_set(menu_reference.yawjitter[1],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter))
ui_set(menu_reference.yawjitter[2],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter_custom))
end

end

if functions["anti-aim"].anti_aim_state ~= "Manual" and ui_get(menu["anti-


aim"].builder[functions["anti-aim"].anti_aim_state].yaw) ~= "Off" and
ui_get(menu["anti-aim"].builder[functions["anti-aim"].anti_aim_state].random_flick)
and globals_tickcount() % random_flick == 1 then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],client.random_int(-180, 180))
random_flick=client.random_int(12, 64)
end

if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].body_yaw) == "Optimized slow" then
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],functions["anti-aim"].side == true and 115
or -115)
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].body_yaw) == "Optimized jitter" then
ui_set(menu_reference.bodyyaw[1],"Jitter")
ui_set(menu_reference.bodyyaw[2],ui_get(menu_reference.yaw[2]))
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].body_yaw) == "YawV2" then
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],ui_get(menu_reference.yaw[2]))
else
ui_set(menu_reference.bodyyaw[1],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].body_yaw))
end

ui_set(menu_reference.edgeyaw,false)
ui_set(menu_reference.roll,0)
ui_set(menu_reference.freestand_body[1],false)

ui_set(menu_reference.freestand[1],ui_get(menu["misc"].freestanding) and not


table_contains(ui_get(menu["anti-aim"].freestanding_disablers),functions["anti-
aim"].anti_aim_state))
ui_set(menu_reference.freestand[2],(ui_get(menu["misc"].freestanding) and not
table_contains(ui_get(menu["anti-aim"].freestanding_disablers),functions["anti-
aim"].anti_aim_state)) == true and "Always on" or "On hotkey")

functions["anti-aim"].manual_anti_aim_setup()
functions["anti-aim"].defensive_setup(cmd)
functions["anti-aim"].safe_anti_aim(cmd)
functions["anti-aim"].anti_backstab()
end

local closest_player = 0
functions["anti-aim"].venus_anti_aim = function(cmd)

local ca = vector(client.camera_angles())
local lp_origin = vector(entity_get_origin(entity_get_local_player()))
local on_ground = bit.band(entity_get_prop(entity_get_local_player(),
"m_fFlags"), 1) == 1 and cmd.in_jump == 0

local on_origin = vector(entity_get_origin(client.current_threat() ~= nil and


client.current_threat() or entity_get_local_player()))
local at_target = vector(lp_origin:to(on_origin):angles())

local ducking = cmd.in_duck == 1 or ui_get(menu_reference.fakeduck)


local on_ground = bit.band(entity_get_prop(entity_get_local_player(),
"m_fFlags"), 1) == 1 and cmd.in_jump == 0
local velocity =
vector(entity_get_prop(entity_get_local_player(),"m_vecVelocity"))
local slow_walk = ui_get(menu_reference.slow[1]) and
ui_get(menu_reference.slow[2])
local fake_lag = not ui_get(menu_reference.dt[2]) and not
ui_get(menu_reference.os[2])
local lp_origin = vector(entity_get_origin(entity_get_local_player()))
local current_threat_origin = vector(entity_get_origin(client.current_threat()
or entity_get_local_player()))

old_state = functions["anti-aim"].anti_aim_state

-- now we execute
-- need to add legit aa
if ui_get(Venus_aa["Manual"].enable) and functions["anti-aim"].mode ~= "reset"
then
functions["anti-aim"].anti_aim_state = "Manual"
elseif ui_get(menu["anti-aim"].builder["Height advantage"].enable) and
lp_origin.z > current_threat_origin.z + 64 then
functions["anti-aim"].anti_aim_state = "Height advantage"
elseif fake_lag and ui_get(Venus_aa["Fakelag"].enable) then
functions["anti-aim"].anti_aim_state = "Fakelag"
elseif not on_ground and cmd.in_duck == 1 and ui_get(Venus_aa["Duck
jumping"].enable) then
functions["anti-aim"].anti_aim_state = "Duck jumping"
elseif not on_ground and ui_get(Venus_aa["Jumping"].enable) then
functions["anti-aim"].anti_aim_state = "Jumping"
elseif ducking and velocity:length2d() < 3 and
ui_get(Venus_aa["Ducking"].enable) and on_ground then
functions["anti-aim"].anti_aim_state = "Ducking"
elseif ducking and velocity:length2d() >= 3 and ui_get(Venus_aa["Duck
moving"].enable) and on_ground then
functions["anti-aim"].anti_aim_state = "Duck moving"
elseif slow_walk and ui_get(Venus_aa["Slow walking"].enable) then
functions["anti-aim"].anti_aim_state = "Slow walking"
elseif velocity:length2d() >= 3 and ui_get(Venus_aa["Moving"].enable) and not
slow_walk then
functions["anti-aim"].anti_aim_state = "Moving"
elseif velocity:length2d() < 3 and ui_get(Venus_aa["Standing"].enable) and not
slow_walk then
functions["anti-aim"].anti_aim_state = "Standing"
else
functions["anti-aim"].anti_aim_state = "Global"
end

ui_set(menu_reference.enabled, true)
ui_set(menu_reference.pitch[1], ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].pitch))
ui_set(menu_reference.yaw[1],ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw))
ui_set(menu_reference.yaw[2],ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw_custom))
ui_set(menu_reference.yawbase,"At targets")
ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.yawjitter[2],0)
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],1)

ui_set(menu_reference.freestand[1],ui_get(menu["misc"].freestanding) and not


table_contains(ui_get(menu["anti-aim"].freestanding_disablers),functions["anti-
aim"].anti_aim_state))
ui_set(menu_reference.freestand[2],(ui_get(menu["misc"].freestanding) and not
table_contains(ui_get(menu["anti-aim"].freestanding_disablers),functions["anti-
aim"].anti_aim_state)) == true and "Always on" or "On hotkey")

if cmd.in_use == 1 or cmd.in_attack == 1 or
(entity_get_classname(entity.get_player_weapon(entity_get_local_player())) ==
"CKnife" and cmd.in_attack2 == 1) or (ui.get(menu_reference.freestand[1]) and
ui.get(menu_reference.freestand[2])) then

if cmd.in_use == 1 then
return
end

return
end

if entity_get_prop(entity_get_local_player(), "m_MoveType") == 9 and


(cmd.in_moveleft == 1 or cmd.in_moveright == 1 or cmd.in_forward == 1 or
cmd.in_back == 1) then
return
end
functions["anti-aim"].manual_anti_aim_setup()

ui_set(menu_reference.enabled,ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].enable))

local my_weapon = entity.get_player_weapon(entity_get_local_player())


local pin_pulled = entity_get_prop(my_weapon, "m_bPinPulled")
local throw_time = entity_get_prop(my_weapon, "m_fThrowTime")
local weapon_id = bit.band(0xffff, entity_get_prop(my_weapon,
"m_iItemDefinitionIndex"))

local is_grenade =
({
[43] = true,
[44] = true,
[45] = true,
[46] = true,
[47] = true,
[48] = true,
[68] = true
})[weapon_id] or false

if is_grenade then
if throw_time > 0 then
cmd.allow_send_packet = false
return
end
end

-- jitter
if cmd.chokedcommands == 0 then
jitter_byaw = not jitter_byaw
end

-- local view :thumbs_up:

-- pitch
if ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].pitch) == "Down" then

cmd.pitch = 89
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].pitch) ==
"Minimal" then
cmd.pitch = 85
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].pitch) == "Up"
then
cmd.pitch = -85
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].pitch) ==
"Random" then
cmd.pitch = client.random_int(-89, 89)
end

-- yaw
if ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].yaw) == "180" then
cmd.yaw = 180 + ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw_custom) + (client.current_threat() ~= nil and at_target.y
or ca.y)
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].yaw) == "Static"
then
cmd.yaw = ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].yaw_custom)
+ (client.current_threat() ~= nil and at_target.y or ca.y)
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].yaw) == "Spin"
then
spen = spen + ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw_custom)
cmd.yaw = (client.current_threat() ~= nil and at_target.y or ca.y) + spen
end

-- yaw jitter
if ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].yaw_jitter) ~= "Off"
then
cmd.yaw = cmd.yaw + (jitter_byaw and ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw_jitter_custom) or -ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw_jitter_custom))
end

if functions["anti-aim"].mode == "right" then


cmd.yaw = -89 + ca.y
elseif functions["anti-aim"].mode == "left" then
cmd.yaw = 89 + ca.y
end

-- body yaw
if ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].body_yaw) ~= "Off"
then

-- micro movement
if cmd.in_moveright == 0 and cmd.in_moveleft == 0 and on_ground then
if globals_tickcount() % 2 == 0 then
cmd.sidemove =
entity_get_prop(entity_get_local_player(),"m_flDuckAmount") > 0 and 2.98 or 1.01
else
cmd.sidemove =
entity_get_prop(entity_get_local_player(),"m_flDuckAmount") > 0 and -2.98 or -1.01
end
end

if cmd.chokedcommands == 0 then

if ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].body_yaw) ==
"Static" then
cmd.yaw = cmd.yaw + ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].body_yaw_custom)
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].body_yaw)
== "Jitter" then
cmd.yaw = cmd.yaw + (jitter_byaw and
ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].body_yaw_custom) or -
ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].body_yaw_custom))
end
cmd.allow_send_packet = false
else
cmd.yaw = cmd.yaw
cmd.allow_send_packet = true
end
end

-- anti backstab
if ui_get(menu["anti-aim"].anti_backstab) then
distance = 99999
for k,v in ipairs(entity.get_players(true)) do

local local_origin =
vector(entity_get_origin(entity_get_local_player()))
local players_origin =
extrapolate_pos(v,vector(entity_get_origin(v)),10)
local closest_origin = vector(entity_get_origin(closest_player))

--hi ori I don't even know what the fuck is going on :|


if local_origin:dist2d(players_origin) <= distance then
closest_player = v
distance = local_origin:dist2d(players_origin)
elseif local_origin:dist2d(players_origin) <=
local_origin:dist2d(closest_origin) then
closest_player = v
distance = local_origin:dist2d(players_origin)
end

if entity_get_classname(entity.get_player_weapon(closest_player)) ==
"CKnife" and local_origin:dist2d(vector(entity_get_origin(closest_player))) < 250
then
cmd.yaw = 0 + at_target.y
end
end
end

end

functions["anti-aim"].teleport_techology = function()

if ui_get(menu["anti-aim"].dt_teleport) then
ui.set(menu_reference.dt[1],globals.tickcount() % 20 > 1)
else
ui.set(menu_reference.dt[1],true)
end
end

local animations = {dt=0,os=0,main=0,safepoint=0,baim=0,quickpeek=0}


local scoped_animations =
{lua_name=0,dt=0,os=0,main=0,safepoint=0,baim=0,quickpeek=0}

functions["visuals"].crosshair_indicator = function(w,h)

if ui_get(menu["visuals"].indicator) ~= "Default" or not


entity.is_alive(entity_get_local_player()) then
return
end
local spacing_h = 0

local scope_check = entity_get_prop(entity_get_local_player(), "m_bIsScoped")


== 1 and ui_get(menu["visuals"].indicator_scoped_animation)

scoped_animations.lua_name = lerp(scoped_animations.lua_name,scope_check and


renderer_measure_text("c-", string.format("Ven\a%02X%02X%02XFFus\
afffffffe",ui_get(menu["visuals"].indicator_color)))/2+6 or
0,globals.frametime()*15)
scoped_animations.dt = lerp(scoped_animations.dt,scope_check and
renderer_measure_text("c-", "DT")/2+4 or 0,globals.frametime()*15)
scoped_animations.os = lerp(scoped_animations.os,scope_check and
renderer_measure_text("c-", "OS")/2+4 or 0,globals.frametime()*15)
scoped_animations.main = lerp(scoped_animations.main,scope_check and
renderer_measure_text("c-", "BAIM")/2+16 or 0,globals.frametime()*15)

local dt_check = ui_get(menu_reference.dt[1]) and ui_get(menu_reference.dt[2])


local os_check = ui_get(menu_reference.os[1]) and ui_get(menu_reference.os[2])
and (ui_get(menu_reference. dt[1]) and not ui_get(menu_reference.dt[2]) or not
ui_get(menu_reference.dt[1]))

spacing_h = spacing_h + 10

if ui_get(menu_reference.dt[1]) and ui_get(menu_reference.dt[2]) then


animations.dt = lerp(animations.dt,dt_check and spacing_h or
0,globals.frametime() * 15)

renderer_text(w/2-2+math.ceil(scoped_animations.dt),h/2+27+math.ceil(animations.dt)
,255,255,255,anti_aim_funcs.get_double_tap() and 255 or 130,"c-",0,"DT")
spacing_h = spacing_h + 10
else
animations.dt = 1
end

if ui_get(menu_reference.os[1]) and ui_get(menu_reference.os[2]) and


(ui_get(menu_reference.dt[1]) and not ui_get(menu_reference.dt[2]) or not
ui_get(menu_reference.dt[2]))then
animations.os = lerp(animations.os,os_check and spacing_h or
0,globals.frametime() * 15)

renderer_text(w/2-2+math.ceil(scoped_animations.os),h/2+27+math.ceil(animations.os)
,255,255,255,255,"c-",0,"OS")
spacing_h = spacing_h + 10
else
animations.os=1
end

local b1,b2 = renderer_measure_text("c-", "BAIM")

animations.main = lerp(animations.main,spacing_h,globals.frametime() * 15)

renderer_text(w/2-2+math.ceil(scoped_animations.main),h/2+27+math.ceil(animations.m
ain),255,255,255,ui_get(menu_reference.forcebaim) and 255 or 130,"c-",0,"BAIM")

renderer_text(w/2-2-b1+2+math.ceil(scoped_animations.main),h/2+27+math.ceil(animati
ons.main),255,255,255,ui_get(menu_reference.safepoint) and 255 or 130,"c-",0,"SP")
renderer_text(w/2-2+b1-2+math.ceil(scoped_animations.main),h/2+27+math.ceil(animati
ons.main),255,255,255,ui_get(menu_reference.quickpeek[2]) and 255 or
130,"c-",0,"QP")

renderer_text(w/2+math.ceil(scoped_animations.lua_name)-2,h/2+27,255,255,255,255,"c
-",0,string.format("Ven\a%02X%02X%02XFFus\
afffffffe",ui_get(menu["visuals"].indicator_color)):upper())
end

functions["visuals"].simple_crosshair_indicators = function(w,h)

if ui_get(menu["visuals"].indicator) ~= "Simple" or not


entity.is_alive(entity_get_local_player()) then
return
end

local spacing_h = 0

local scope_check = entity_get_prop(entity_get_local_player(), "m_bIsScoped")


== 1 and ui_get(menu["visuals"].indicator_scoped_animation)

scoped_animations.dt = lerp(scoped_animations.dt,scope_check and


renderer_measure_text("c", "dt")/2+2 or 0,globals.frametime()*15)
scoped_animations.os = lerp(scoped_animations.os,scope_check and
renderer_measure_text("c", "os")/2+2 or 0,globals.frametime()*15)
scoped_animations.quickpeek = lerp(scoped_animations.quickpeek,scope_check and
renderer_measure_text("c", "qp")/2+2 or 0,globals.frametime()*15)
scoped_animations.baim = lerp(scoped_animations.baim,scope_check and
renderer_measure_text("c", "fb")/2+2 or 0,globals.frametime()*15)
scoped_animations.safepoint = lerp(scoped_animations.safepoint,scope_check and
renderer_measure_text("c", "sp")/2+2 or 0,globals.frametime()*15)

local dt_check = ui_get(menu_reference.dt[1]) and ui_get(menu_reference.dt[2])


local os_check = ui_get(menu_reference.os[1]) and ui_get(menu_reference.os[2])
and (ui_get(menu_reference.dt[1]) and not ui_get(menu_reference.dt[2])) or (not
ui_get(menu_reference.dt[1]))
local qp_check = ui_get(menu_reference.quickpeek[2]) and
ui_get(menu_reference.quickpeek[1])

if ui_get(menu_reference.dt[1]) and ui_get(menu_reference.dt[2]) then


spacing_h = spacing_h + 12
animations.dt = lerp(animations.dt,dt_check and spacing_h or
0,globals.frametime() * 15)

renderer_text(w/2+math.ceil(scoped_animations.dt),h/2+15+math.ceil(animations.dt),2
55,255,255,anti_aim_funcs.get_double_tap() and 255 or 130,"c",0,"dt")
else
animations.dt=0
end

animations.os = lerp(animations.os,os_check and spacing_h or


0,globals.frametime() * 15)
if ui_get(menu_reference.os[1]) and ui_get(menu_reference.os[2]) and
(ui_get(menu_reference.dt[1]) and not ui_get(menu_reference.dt[2])) or (not
ui_get(menu_reference.dt[1])) then
renderer_text(w/2+math.ceil(scoped_animations.os),h/2+27+math.ceil(animations.os),2
55,255,255,255,"c",0,"os")
spacing_h = spacing_h + 12
else
animations.os=0
end

animations.baim = lerp(animations.baim,ui_get(menu_reference.forcebaim) and


spacing_h or 0,globals.frametime() * 15)
if ui_get(menu_reference.forcebaim) then

renderer_text(w/2+math.ceil(scoped_animations.baim),h/2+27+math.ceil(animations.bai
m),255,255,255,255,"c",0,"fb")
spacing_h = spacing_h + 12
else
animations.baim=-12
end

animations.safepoint =
lerp(animations.safepoint,ui_get(menu_reference.safepoint) and spacing_h or
0,globals.frametime() * 15)
if ui_get(menu_reference.safepoint) then
renderer_text(w/2+math.ceil(scoped_animations.safepoint),h/2+27+
math.ceil(animations.safepoint),255,255,255,255,"c",0,"sp")
spacing_h = spacing_h + 12
else
animations.safepoint=-12
end

animations.quickpeek = lerp(animations.quickpeek,qp_check and spacing_h or


0,globals.frametime() * 15)
if ui_get(menu_reference.quickpeek[2]) and ui_get(menu_reference.quickpeek[1])
then

renderer_text(w/2+math.ceil(scoped_animations.quickpeek),h/2+27+math.ceil(animation
s.quickpeek),255,255,255,255,"c",0,"qp")
spacing_h = spacing_h + 12
else
animations.quickpeek=-12
end
end

local mi_type = {
["Default"] = { right="⯈",
left="⯇",
},

["Simple"] = {right=">",
left="< "
},
}

functions["visuals"].manual_anti_aim_indicators = function(w,h)

if not ui_get(menu["visuals"].manual_anti_aim_indicators) or not


entity.is_alive(entity_get_local_player()) then
return
end
local mcolor = { ui_get(menu["visuals"].manual_anti_aim_indicators_color) }

local left_color = {r=255,g=255,b=255,a=255}


local right_color = {r=255,g=255,b=255,a=255}

if functions["anti-aim"].mode == "right" then


right_color = {r=mcolor[1],g=mcolor[2],b=mcolor[3],a=mcolor[4]}
elseif functions["anti-aim"].mode == "left" then
left_color = {r=mcolor[1],g=mcolor[2],b=mcolor[3],a=mcolor[4]}
end

if ui_get(menu["visuals"].mi_type) ~= "Modern" then


-- right arrow

renderer_text(w/2+50,h/2,right_color.r,right_color.g,right_color.b,right_color.a,"c
+-",nil,mi_type[ui_get(menu["visuals"].mi_type)].right)

-- left arrow

renderer_text(w/2-50,h/2,left_color.r,left_color.g,left_color.b,left_color.a,"c+-",
nil,mi_type[ui_get(menu["visuals"].mi_type)].left)
else

renderer.triangle(w/2+50, h / 2 - 5, w/2+60, h / 2 , w/2+50, h / 2 + 5,


right_color.r,right_color.g,right_color.b,100)
renderer.line(w/2+50, h / 2 + 5, w/2 + 60, h / 2 ,
right_color.r,right_color.g,right_color.b,right_color.a)
renderer.line(w/2+50, h / 2 - 5, w/2 + 60, h / 2 ,
right_color.r,right_color.g,right_color.b,right_color.a)
renderer.line(w/2+50, h / 2 + 5, w/2 + 50, h / 2 - 5,
right_color.r,right_color.g,right_color.b,right_color.a)

renderer.triangle(w/2-50, h / 2 - 5, w/2-60, h / 2 , w/2-50, h / 2 + 5,


left_color.r,left_color.g,left_color.b,100)
renderer.line(w/2-50, h / 2 + 5, w/2 - 60, h / 2 ,
left_color.r,left_color.g,left_color.b,left_color.a)
renderer.line(w/2-50, h / 2 - 5, w/2 - 60, h / 2 ,
left_color.r,left_color.g,left_color.b,left_color.a)
renderer.line(w/2-50, h / 2 + 5, w/2 - 50, h / 2 - 5,
left_color.r,left_color.g,left_color.b,left_color.a)
end
end

local shield_svg = '<svg width="800" height="800" viewBox="0 0 24 24" fill="#fff"


xmlns="http://www.w3.org/2000/svg"><path d="M5 7c0-.276.225-.499.498-.535 2.149-.28
5.282-2.186 6.224-2.785a.516.516 0 0 1 .556 0c.942.599 4.075 2.504 6.224
2.785.273.036.498.259.498.535v4.75c0 6.5-7 8.75-7 8.75s-7-2.25-7-8.75V7Z"
fill="white"/></svg>'
local load_shield = renderer.load_svg(shield_svg, 200, 200)

local should_shoot = false


functions["visuals"].defensive_open = function(w,h)

if ui.is_menu_open() and ui_get(menu["visuals"].defensive_indicator) then

local cx,cy = ui.mouse_position()


if dbs.is_dragging and not client.key_state(0x01) then
dbs.is_dragging = false
end

if dbs.is_dragging and client.key_state(0x01) and dbs.last_item ==


"Defensive" then
dbs.defensive_x = cx - dbs.drag_defensive_x
dbs.defensive_y = cy - dbs.drag_defensive_y
end

if intersect(dbs.defensive_x - ui_get(menu["extras"].length) /
2,dbs.defensive_y - 10,ui_get(menu["extras"].length),20) and client.key_state(0x01)
then
dbs.last_item = "Defensive"
dbs.is_dragging = true
dbs.drag_defensive_x = cx - dbs.defensive_x
dbs.drag_defensive_y = cy - dbs.defensive_y
dbs.defensive_menu = false
should_shoot = false
end

if intersect(dbs.defensive_x - ui_get(menu["extras"].length) /
2,dbs.defensive_y - 10,ui_get(menu["extras"].length),20) and client.key_state(0x02)
then
dbs.defensive_menu = true
should_shoot = false
dbs.slow_menu = false
end

if ui_get(menu["extras"].icon) then

local add = ui_get(menu["extras"].text) and 16 or 0


renderer_texture(load_shield,dbs.defensive_x - 50/2-2,dbs.defensive_y-
54/2 - 25 - add, 54 , 54, 12,12,12,255,"f")
renderer_texture(load_shield,dbs.defensive_x - 50/2,dbs.defensive_y-
50/2 - 25 - add, 50 , 50, 255,255,255,255,"f")
end

if ui_get(menu["extras"].text) then
renderer_text(dbs.defensive_x,dbs.defensive_y -
12,255,255,255,255,"c",0,"- DEFENSIVE -")
end

renderer_rectangle(dbs.defensive_x - ui_get(menu["extras"].length) / 2 -
1,dbs.defensive_y - 4,ui_get(menu["extras"].length) + 2,
ui_get(menu["extras"].width) + 4,0,0,0,150)
--renderer_gradient(dbs.defensive_x - ui_get(menu["extras"].length) / 2 +
1,dbs.defensive_y - 2, ui_get(menu["extras"].length),8,
255,255,255,255,12,12,12,255,true)

local defensivecolor =
{ ui_get(menu["visuals"].defensive_indicator_color) }
if ui_get(menu["extras"].gradient) then
renderer_gradient(dbs.defensive_x - ui_get(menu["extras"].length) / 2 +
1,dbs.defensive_y - 2,ui_get(menu["extras"].length) - 2,
ui_get(menu["extras"].width), defensivecolor[1], defensivecolor[2],
defensivecolor[3],defensivecolor[4],12, 12, 12,130,true)
else
renderer_rectangle(dbs.defensive_x - ui_get(menu["extras"].length) / 2
+ 1,dbs.defensive_y - 2, ui_get(menu["extras"].length) - 2,
ui_get(menu["extras"].width), defensivecolor[1], defensivecolor[2],
defensivecolor[3],255)
end

else
dbs.defensive_menu = false
end

if dbs.defensive_x ~= w/2 and not dbs.is_dragging then


dbs.defensive_x = lerp(dbs.defensive_x,w/2,globals.frametime() * 10)
end
end

local defensive_alpha = 255


local svg_expansion = 0
functions["visuals"].defensive_indicator = function(w,h)

functions["anti-aim"].sim_time=functions["anti-aim"].sim_diff()
if not ui_get(menu["visuals"].defensive_indicator) or not
ui_get(menu_reference.dt[2]) or ui_get(menu_reference.fakeduck) or not
entity.is_alive(entity_get_local_player()) or ui.is_menu_open() then
return
end

local defensivecolor = { ui_get(menu["visuals"].defensive_indicator_color) }

if functions["anti-aim"].sim_time < 0 then


functions["visuals"].is_defensive = true
functions["visuals"].defensive_tick = globals_tickcount()
if functions["visuals"].forced_defensive and svg_expansion >= 0 then
--svg_expansion = 0

elseif not functions["visuals"].forced_defensive then

svg_expansion = 0
end
defensive_alpha = 255
end

if functions["visuals"].is_defensive == true and globals_tickcount() <


functions["visuals"].defensive_tick + 28 then
local difference = globals_tickcount() -
functions["visuals"].defensive_tick

local percentage = math.min(100,difference * 100 / 26)


local weight = percentage * ui_get(menu["extras"].length) / 100

if percentage > 75 then


defensive_alpha = lerp(defensive_alpha,0,globals.frametime() * 15)
end

svg_expansion = lerp(svg_expansion,50,globals.frametime() * 10)

--renderer_text(w/2,h/2-110,255,255,255,defensive_alpha < 255 and


defensive_alpha or 255,"c",nil,"DEFENSIVE")
if ui_get(menu["extras"].icon) then
local add = ui_get(menu["extras"].text) and 16 or 0
renderer_texture(load_shield,dbs.defensive_x - svg_expansion/2-
2,dbs.defensive_y-54/2 - 25 - add, svg_expansion + 4 , 54, 12,12,12,defensive_alpha
< 230 and defensive_alpha or 230,"f")
renderer_texture(load_shield,dbs.defensive_x -
svg_expansion/2,dbs.defensive_y-50/2 - 25 - add, svg_expansion , 50,
255,255,255,defensive_alpha < 230 and defensive_alpha or 230,"f")
end

if ui_get(menu["extras"].text) then
renderer_text(dbs.defensive_x,dbs.defensive_y -
12,255,255,255,defensive_alpha < 255 and defensive_alpha or 255,"c",0,"- DEFENSIVE
-")
end

renderer_rectangle(dbs.defensive_x - ui_get(menu["extras"].length) / 2 -
1,dbs.defensive_y - 4,ui_get(menu["extras"].length) + 2,
ui_get(menu["extras"].width) + 4,0,0,0,defensive_alpha < 150 and defensive_alpha or
150)

if ui_get(menu["extras"].gradient) then
renderer_gradient(dbs.defensive_x - ui_get(menu["extras"].length) /
2,dbs.defensive_y - 2 , weight, ui_get(menu["extras"].width), defensivecolor[1],
defensivecolor[2], defensivecolor[3],defensive_alpha < defensivecolor[4] and
defensive_alpha or defensivecolor[4],12, 12, 12,defensive_alpha < 130 and
defensive_alpha or 130,true)
else
renderer_rectangle(dbs.defensive_x - ui_get(menu["extras"].length) / 2
+ 1,dbs.defensive_y - 2, weight, ui_get(menu["extras"].width), defensivecolor[1],
defensivecolor[2], defensivecolor[3],defensive_alpha < defensivecolor[4] and
defensive_alpha or defensivecolor[4])
end
else
functions["visuals"].is_defensive = false
end
end

local clicked = false


local can_press_under = false
local checkboxes = function(checkbox_name,checkbox_state,x,y)

local color = {63,63,63,255}

if intersect(x,y - 35 + dbs.size,55,10) then

if client.key_state(0x1) then

if clicked == false then


ui.set(checkbox_state,not ui.get(checkbox_state))
end
clicked = true

else
clicked = false
end
end

if ui.get(checkbox_state) then
color = {255,255,255,255}
else
color = {24,24,24,255}
end

renderer.rectangle(x - 1,y - 35 + dbs.size,8,8,24,24,24,255)


renderer.rectangle(x, y - 34 + dbs.size,6,6,
color[1],color[2],color[3],color[4])
renderer.text(x + 10, y - 37 +
dbs.size,255,255,255,255,"-",0,string.upper(checkbox_name))

dbs.size = dbs.size + 10

end

local slider_data =
{
ref = 0,
last_item = false,
hovered_another = false,
}

local is_math = false


local start_timer = 0
local slider =
function(slider_name,slider_value,min_value,max_value,slider_addition,x,y)

local slider_text_bool = 0
if slider_name ~= "" then
slider_text_bool = 12
else
slider_text_bool = 0
end

if slider_name ~= "" then


renderer.text(x - 1,y- 35 +
dbs.size,220,220,220,255,"-",0,string.upper(slider_name))
end
local mpos = vector(ui.mouse_position())

-- if intersect(dbs.defensive_x + 79,dbs.defensive_y - 35 + dbs.size +


slider_text_bool,177,15) then
-- dbs.should_drag = false
--end

if intersect(x - 1,y - 36 + dbs.size + slider_text_bool,60,4) then


slider_data.hovered_another = true
dbs.should_drag = false
if client.key_state(0x1) then

ui.set(slider_value,
math.max(min_value,math.min(max_value,math.floor(min_value + (max_value -
min_value) * ((mpos.x - (x - 1)) / 60)))))
slider_data.ref = slider_value

slider_data.last_item = true
end
end

if slider_data.last_item then
if client.key_state(0x25) then
if is_math == false or start_timer > 200 then

ui.set(slider_data.ref,math.max(min_value,math.min(max_value,ui.get(slider_data.ref
) - 1)))
if start_timer > 200 then
start_timer = 0
end
end
start_timer = start_timer + 1
is_math = true
elseif client.key_state(0x27) then
if is_math == false or start_timer > 200 then

ui.set(slider_data.ref,math.max(min_value,math.min(max_value,ui.get(slider_data.ref
) + 1)))
if start_timer > 200 then
start_timer = 0
end
end
start_timer = start_timer + 1
is_math = true
else
is_math = false
start_timer = 0
end
end

--[[ if intersect(dbs.defensive_x + 80,dbs.defensive_y + 10 + dbs.size +


slider_text_bool,5,5) then
if client.key_state(0x1) then
if is_math == false then

ui.set(slider_value,math.max(min_value,math.min(max_value,ui.get(slider_value) -
1)))
end
is_math = true
start_timer = 0
end
elseif intersect(dbs.defensive_x + 80,dbs.defensive_y + 10 + dbs.size +
slider_text_bool,5,5) then
if client.key_state(0x1) then
if is_math == false then

ui.set(slider_value,math.max(min_value,math.min(max_value,ui.get(slider_value) +
1)))
end
start_timer = 0
is_math = true
end
end]]--
local base = (ui.get(slider_value) - min_value) / (max_value - min_value) * 60

-- renderer.rectangle(dbs.defensive_x + 80,dbs.defensive_y - 35 + dbs.size +


slider_text_bool,159,7,12,12,12,255)
renderer.rectangle(x,y - 35 + dbs.size + slider_text_bool,60,2,24,24,24,255)
renderer.rectangle(x,y - 35 + dbs.size +
slider_text_bool,base,2,220,220,220,255)
renderer.circle(x + base, y - 34 + dbs.size + slider_text_bool ,
220,220,220,255, 3, 0, 1)
--renderer.text(dbs.defensive_x + 80,dbs.defensive_y - 35 + dbs.size +
slider_text_bool,220,220,220,255,"b",0,
string.upper(tostring(ui.get(slider_value))) .. slider_addition)

dbs.size = dbs.size + (slider_name ~= "" and 17 or 12)


end

functions["visuals"].side_defensive_menu = function(w,h)

if ui.is_menu_open() and dbs.defensive_menu and


ui_get(menu["visuals"].defensive_indicator) then

if intersect(dbs.defensive_x + 85,dbs.defensive_y - 50,82,85) then


should_shoot = false
end

round_rectangle(dbs.defensive_x + 90,dbs.defensive_y - 50 , 70, 85 ,


24,24,24,100,5)
renderer.gradient(dbs.defensive_x + 90,dbs.defensive_y - 40, 35, 1,
24,24,24,0,255,255,255,255, true)
renderer.gradient(dbs.defensive_x + 90 + 35,dbs.defensive_y - 40, 35, 1,
255,255,255,255, 24,24,24,0 ,true)
renderer.text(dbs.defensive_x + 90 + 33,dbs.defensive_y - 47,
255,255,255,255, "-c", 0, "SETTINGS")

checkboxes("Text",menu["extras"].text,dbs.defensive_x + 90,dbs.defensive_y
+ 3)
checkboxes("Icon",menu["extras"].icon,dbs.defensive_x + 90,dbs.defensive_y
+ 3)
checkboxes("Gradient",menu["extras"].gradient,dbs.defensive_x +
90,dbs.defensive_y + 3)
slider("length",menu["extras"].length,20,150,"º",dbs.defensive_x +
90,dbs.defensive_y + 3)
slider("width",menu["extras"].width,1,15,"º",dbs.defensive_x +
90 ,dbs.defensive_y + 3)
end
end

local collidable = function()


local current_x = 0
local current_y = 0
local old_x = 0
local old_y = 0

if dbs.last_item == "Defensive" then


current_x = dbs.defensive_x
current_y = dbs.defensive_y
old_x = dbs.slow_x
old_y = dbs.slow_y
else
current_x = dbs.slow_x
current_y = dbs.slow_y
old_x = dbs.defensive_x
old_y = dbs.defensive_y
end

if current_y >= old_y - 60 and current_y <= old_y + 30 then


if dbs.last_item == "Defensive" then
dbs.defensive_y = dbs.defensive_y + 3
else
dbs.slow_y = dbs.slow_y + 60
end
end

if dbs.last_item == "Defensive" then


dbs.not_last_item = "Slow"
else
dbs.not_last_item = "Defensive"
end
end

functions["visuals"].fps_boost = function(int)
cvar.r_drawparticles:set_int(int)
cvar.func_break_max_pieces:set_int(int)
cvar.muzzleflash_light:set_int(int)
cvar.r_drawtracers_firstperson:set_int(int)
cvar.r_dynamic:set_int(int)
cvar.mat_disable_bloom:set_int(int == 0 and 1 or 0)
cvar.r_eyegloss:set_int(int)
cvar.r_shadows:set_int(int)
end

functions["visuals"].desync_indicator = function(w,h)

if not ui_get(menu["visuals"].desync_indicator) then


return
end

local desynccolor = { ui_get(menu["visuals"].desync_indicator_color) }


local desync = math.abs(math.floor(math.min(60,
(entity_get_prop(entity_get_local_player(), "m_flPoseParameter", 11) * 120 - 60))))

if desync <= 0 then


return
end

round_rectangle(w/2 - 31, h/2+12,64, 3, 24, 24, 24, 135, 1)


round_rectangle(w/2 - 29, h/2+13,desync, 1, 150,230,49,255, 1)

--renderer_gradient(w/2, h/2+15,desync/2,2, desynccolor[1], desynccolor[2],


desynccolor[3],desynccolor[4],desynccolor[1], desynccolor[2], desynccolor[3],0,
true)
--renderer_gradient(w/2, h/2+15,-desync/2,2, desynccolor[1], desynccolor[2],
desynccolor[3],desynccolor[4],desynccolor[1], desynccolor[2], desynccolor[3],0,
true)
end

local slow_turtle = renderer.load_svg('<svg width="800" height="800" viewBox="0 0


128 128" xmlns="http://www.w3.org/2000/svg" aria-hidden="true" class="iconify
iconify--noto"><path d="M112.7 59.21s3.94-2.21 4.93-2.77c.99-.56 4.6-2.82
5.91-.84.77 1.16-.7 4.44-3.05 7.86-2.14 3.13-7.12 9.56-7.4 10.83-.28 1.27 1.11 6.36
1.53 8.33.42 1.97 1.74 6.71 1.17 8.54s-3.43 6.85-10.75 6.76c-5.82-.07-7.51-1.78-
7.7-2.82-.14-.75-.56-3.24-.56-3.24s-4.79 2.96-7.04 4.08-8.31 4.22-8.31 4.22 1.17
5.35 1.36 7.51c.19 2.16.86 5.25-.28 7.32-1.03 1.88-4.25 5.02-11.83 4.97-5.92-.04-
7.41-1.88-8.35-3-.94-1.13-1.13-6.48-1.13-7.6s-.19-5.07-.19-5.07-8.02-.4-12.86-.75c-
4.38-.32-10.16-.99-10.16-.99s.21 2.33.42 4.01c.19 1.5.23 4.64-1.34 6.17-2.11 2.06-
7.56 2.21-10.56 1.92-3-.28-7.18-1.83-8.4-4.55-1.22-2.72.38-6.29 1.03-8.35.58-1.81
1.6-4.41 1.22-5.16-.38-.75-4.04-1.69-9.29-6.95-5.26-5.26-12.13-23.52 3.28-36.23
15.49-12.76 43.81 1.1 45.31 2.04 1.54.96 53.04 3.76 53.04 3.76z"
fill="#bdcf47"/><path d="M66.25 25.28c-13.93.62-24.38 7.52-29.57 15.06-3.1 4.5-4.65
7.74-4.65 7.74s4.81.14 9.15 2.46c5 2.67 10.8 5.56 14.61 18.13 2.87 9.5 3.98 18.53
11.44 20.52 8.45 2.25 28.16 1.13 37.59-8.02s11.26-16.05 8.87-25.06-13.17-25.05-
28.16-29.28C79.06 25 72.58 25 66.25 25.28z" fill="#6e823a"/><path d="M111.93
51.32c-.42-.99-1.3-2.5-1.3-2.5s-.07 2.05-.25 3.13c-.28 1.76-1.25 5.42-1.81 4.88-
1-.97-5.73-6.92-7.98-10.23-1.71-2.52-7.6-9.11-7.74-11.26-.07-1.06 1.27-4.65 1.27-
4.65s-1.22-.7-2.35-1.34c-.88-.49-2.16-1.03-2.16-1.03s-.77 4.9-1.62 5.82c-.75.81-
5.32 2.6-8.87 3.94-4.29 1.62-8.45 3.73-10 4.01-1.36.25-9.09-1.41-12-1.97-3.66-.7-
9.18-2.26-10.45-3.17-1.48-1.06-3.07-3.78-3.07-3.78s-.89.61-1.78 1.31c-.88.69-2.02
2.06-2.02 2.06s2.31 2.32 2.44 3.18c.18 1.2-1.27 2.83-2.46 4.38-.72.93-2.75 4.85-
2.75 4.85s.97.09 2.15.63c1.23.57 2.38 1.16 2.38 1.16s2.97-6.9 4.9-7.53c1.65-.54
6.3.99 9.68 1.69 4.79.99 9.64 1.87 10.66 3.17 1.06 1.34 2.06 6.68 3.03 11.19C70.89
64.2 73.64 77.02 73 78c-.63.99-5.7.63-8.59.28-2.45-.3-6.41-1.76-6.41-1.76s.58
2.11.77 2.67c.28.81 1.16 3.06 1.16 3.06s5.67 2.5 22.42.95 25.03-12.96 27.38-
18.02c3.14-6.78 3.54-10.39 3.54-10.39s-.92-2.48-1.34-3.47zM96.65 73.21c-4.24 2.67-
15.2 5.49-17.18 4.43-1.58-.85-3.94-13.94-5.07-19.78-.72-3.74-2.45-9.42-1.41-
11.19.7-1.2 4.79-2.99 7.81-4.4 2.87-1.33 6.97-3.13 8.17-2.99 1.7.2 5.35 6.12 9.01
11.19 3.66 5.07 7.67 10.35 7.74 12.18.09 1.84-4.7 7.82-9.07 10.56z"
fill="#484e23"/><path d="M41.18 65.86c.5 2.83-.95 5.75-4.07 6.02-2.56.22-4.59-1.57-
5.09-4.4s1.14-5.49 3.68-5.94c2.52-.45 4.98 1.48 5.48 4.32zm-18.36.25c.07 2.84-2.42
5.69-5.5 5.11-2.53-.48-3.99-2.73-3.71-5.55.29-2.82 2.59-4.9 5.15-4.65s3.99 2.13
4.06 5.09zm7.95 10.48c1.16-.79 3.1-2.67 4.36-1.06 1.27 1.62-.92 3.1-2.18 4.01-
1.27.92-4.08 3.17-6.12 3.17-1.9 0-4.79-2.32-6.62-3.87-1.49-1.26-2.18-2.89-1.34-
3.87s2.14-.62 3.24.35c1.27 1.13 3.72 3.38 4.72 3.38.98.01 2.39-1.05 3.94-2.11z"
fill="#2a2b28"/></svg>', 100, 100)

local slow_turtle_pos = 0
functions["visuals"].slow_down_indicator = function(w,h)

if not ui_get(menu["visuals"].slow_down_indicator) or not


entity.is_alive(entity_get_local_player()) and ui.is_menu_open() or not
entity.is_alive(entity_get_local_player()) then
return
end

local slowdowncolor = { ui_get(menu["visuals"].slow_down_indicator_color) }


local slow_status = math.floor(entity_get_prop(entity_get_local_player(),
"m_flVelocityModifier") * 100)

if slow_status < 100 and slow_status > 0 then

local percentage = slow_status * ui_get(menu["extras"].length1) / 100


if ui_get(menu["extras"].icon1) then
local add = ui_get(menu["extras"].text1) and 16 or 0
slow_turtle_pos = lerp(slow_turtle_pos, w / 2 -
12.5,globals.frametime() * 10)
renderer_texture(slow_turtle,slow_turtle_pos,dbs.slow_y-30 - add, 25 ,
25, 255,255,255,255,"f")
end

if ui_get(menu["extras"].text1) then
renderer_text(dbs.slow_x,dbs.slow_y - 12,255,255,255,255,"c",0,100 -
slow_status .. "%")
end

renderer_rectangle(dbs.slow_x - ui_get(menu["extras"].length1) / 2 -
1,dbs.slow_y - 4,ui_get(menu["extras"].length1) + 2, ui_get(menu["extras"].width1)
+ 4,0,0,0,130)
--renderer_gradient(dbs.defensive_x - ui_get(menu["extras"].length) / 2 +
1,dbs.defensive_y - 2, ui_get(menu["extras"].length),8,
255,255,255,255,12,12,12,255,true)

local defensivecolor = ui_get(menu["extras"].dynamic) and {255 -


(slow_status*2),2.55 * slow_status,0,slowdowncolor[4]} or
{ ui_get(menu["visuals"].slow_down_indicator_color) }

if ui_get(menu["extras"].gradient1) then
renderer_gradient(dbs.slow_x - ui_get(menu["extras"].length1) / 2 +
1,dbs.slow_y - 2,percentage, ui_get(menu["extras"].width1), defensivecolor[1],
defensivecolor[2], defensivecolor[3],defensivecolor[4],12, 12, 12,130,true)
else
renderer_rectangle(dbs.slow_x - ui_get(menu["extras"].length1) / 2 +
1,dbs.slow_y - 2, percentage, ui_get(menu["extras"].width1), defensivecolor[1],
defensivecolor[2], defensivecolor[3],255)
end

return
end

slow_turtle_pos = w / 2 - 110
end

functions["visuals"].slow_open = function(w,h)

if ui.is_menu_open() and ui_get(menu["visuals"].slow_down_indicator) then

local cx,cy = ui.mouse_position()

if dbs.is_dragging and not client.key_state(0x01) then


dbs.is_dragging = false
end

if dbs.is_dragging and client.key_state(0x01) and dbs.last_item == "Slow"


then
dbs.slow_x = cx - dbs.drag_slow_x
dbs.slow_y = cy - dbs.drag_slow_y
end

if intersect(dbs.slow_x - ui_get(menu["extras"].length) / 2,dbs.slow_y -


10,ui_get(menu["extras"].length),20) and client.key_state(0x01) then
dbs.last_item = "Slow"
dbs.is_dragging = true
dbs.drag_slow_x = cx - dbs.slow_x
dbs.drag_slow_y = cy - dbs.slow_y
dbs.slow_menu = false
should_shoot = false
end

if intersect(dbs.slow_x - ui_get(menu["extras"].length) / 2,dbs.slow_y -


10,ui_get(menu["extras"].length),20) and client.key_state(0x02) then
dbs.slow_menu = true
dbs.defensive_menu = false
should_shoot = false
end

if ui_get(menu["extras"].icon1) then

local add = ui_get(menu["extras"].text1) and 16 or 0


renderer_texture(slow_turtle,dbs.slow_x - 25/2,dbs.slow_y-30 - add,
25 , 25, 255,255,255,255,"f")
end

if ui_get(menu["extras"].text1) then
renderer_text(dbs.slow_x,dbs.slow_y - 12,255,255,255,255,"c",0,"100%")
end

renderer_rectangle(dbs.slow_x - ui_get(menu["extras"].length1) / 2 -
1,dbs.slow_y - 4,ui_get(menu["extras"].length1) + 2, ui_get(menu["extras"].width1)
+ 4,0,0,0,150)
--renderer_gradient(dbs.defensive_x - ui_get(menu["extras"].length) / 2 +
1,dbs.defensive_y - 2, ui_get(menu["extras"].length),8,
255,255,255,255,12,12,12,255,true)

local defensivecolor =
{ ui_get(menu["visuals"].slow_down_indicator_color) }
if ui_get(menu["extras"].gradient1) then
renderer_gradient(dbs.slow_x - ui_get(menu["extras"].length1) / 2 +
1,dbs.slow_y - 2,ui_get(menu["extras"].length1) - 2, ui_get(menu["extras"].width1),
defensivecolor[1], defensivecolor[2], defensivecolor[3],defensivecolor[4],12, 12,
12,130,true)
else
renderer_rectangle(dbs.slow_x - ui_get(menu["extras"].length1) / 2 +
1,dbs.slow_y - 2, ui_get(menu["extras"].length1) - 2,
ui_get(menu["extras"].width1), defensivecolor[1], defensivecolor[2],
defensivecolor[3],255)
end

else
dbs.slow_menu = false
end

if dbs.slow_x ~= w/2 and not dbs.is_dragging then


dbs.slow_x = lerp(dbs.slow_x,w/2,globals.frametime() * 10)
end
end

functions["visuals"].side_slow_menu = function(w,h)

if ui.is_menu_open() and dbs.slow_menu and


ui_get(menu["visuals"].slow_down_indicator) then

if intersect(dbs.slow_x + 85,dbs.slow_y - 50,82,100) then


should_shoot = false
end

round_rectangle(dbs.slow_x + 90,dbs.slow_y - 50 , 70, 90 , 24,24,24,100,5)


renderer.gradient(dbs.slow_x + 90,dbs.slow_y - 40, 35, 1,
24,24,24,0,255,255,255,255, true)
renderer.gradient(dbs.slow_x + 90 + 35,dbs.slow_y - 40, 35, 1,
255,255,255,255, 24,24,24,0 ,true)
renderer.text(dbs.slow_x + 90 + 33,dbs.slow_y - 47, 255,255,255,255, "-c",
0, "SETTINGS")

checkboxes("Text",menu["extras"].text1,dbs.slow_x + 90,dbs.slow_y + 3)
checkboxes("Turtle",menu["extras"].icon1,dbs.slow_x + 90,dbs.slow_y + 3)
checkboxes("Gradient",menu["extras"].gradient1,dbs.slow_x + 90,dbs.slow_y +
3)
checkboxes("Dynamic",menu["extras"].dynamic,dbs.slow_x + 90,dbs.slow_y + 3)
slider("length",menu["extras"].length1,20,150,"º",dbs.slow_x +
90,dbs.slow_y + 3)
slider("width",menu["extras"].width1,1,15,"º",dbs.slow_x + 90 ,dbs.slow_y +
3)
end
end

functions["visuals"].minimum_damage_indicator = function(w,h)

if not ui_get(menu["visuals"].minimum_damage_indicator) or not


entity.is_alive(entity_get_local_player()) then
return
end

local minimus_damage = ui_get(menu_reference.min_dmg_override[1]) and


ui_get(menu_reference.min_dmg_override[2])
renderer_text(w/2+12,h/2-12,255,255,255,255,"c",0,minimus_damage and
ui_get(menu_reference.min_dmg_override[3]) or
ui_get(menu_reference.minimum_damage))
end

local zeus_table = {}
local zeus_texture = renderer.load_svg('<svg width="800" height="800" viewBox="0 0
24 24" xmlns="http://www.w3.org/2000/svg"><path d="M7 0 2 12h8L6 22 20 8h-9l6-8z"
fill="#fff"/><path fill="gray" d="M7 0 2 12h3l5-12zm3 12L6 22l3-3 4-7z"/><path
fill="gray" d="m10 12-.406 1H12.5l.5-1h-3z"/></svg>', 30, 30)
functions["visuals"].zeus_indicator = function()

-- clear the zeus_table :)


zeus_table = {}

-- get player origin

if entity_get_local_player() == nil then return end

local entity_origin = vector(entity_get_origin(entity_get_local_player()))

local pl = entity.get_players(true)
for i = 1, #pl do

local ent = pl[i]

if ent == entity_get_local_player() then


break
end

local bounding_box = {entity.get_bounding_box(ent) }


local has_zeus = false

for index = 0, 64 do
local a = entity_get_prop(ent, "m_hMyWeapons", index)
if a ~= nil then
local wep = entity_get_classname(a)
if wep ~= nil and wep == "CWeaponTaser" then
has_zeus = true
table.insert(zeus_table,ent)
end
end
end

local ent_gin = vector(entity_get_origin(ent))

if has_zeus and entity_get_classname(entity.get_player_weapon(ent)) ~=


"CWeaponTaser" then

if bounding_box[1] ~= nil and bounding_box[2] ~= nil then


if table_contains(ui_get(menu["visuals"].zeus_esp),"Indicator") and
table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp") then
if entity_origin:dist(ent_gin) < 500 then
renderer_texture(zeus_texture,bounding_box[1] -
20,bounding_box[2], 15, 15, 255,167,0,255,"f")
end
end
end
elseif has_zeus and entity_get_classname(entity.get_player_weapon(ent)) ==
"CWeaponTaser" then

if bounding_box[1] ~= nil and bounding_box[2] ~= nil then


if table_contains(ui_get(menu["visuals"].zeus_esp),"Indicator") and
table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp") then
if entity_origin:dist(ent_gin) < 500 then
renderer_texture(zeus_texture,bounding_box[1] -
20,bounding_box[2] - 40, 15, 15, 255,0,050,255,"f")
end
end
end
elseif not has_zeus then
if zeus_table[i] == ent then
table.remove(zeus_table,ent)
end
end
end
end
-- [pasted]
local function rotate_around_center(ang, center, point, point2)
local s, c = math.sin(ang), math.cos(ang)
point.x,point.y,point2.x,point2.y=point.x-center.x,point.y-center.y,point2.x-
center.x,point2.y-center.y

local x, y = point.x*c - point.y*s, point.x*s + point.y*c


local x2, y2 = point2.x*c - point2.y*s, point2.x*s + point2.y*c

return x+center.x, y+center.y, x2+center.x, y2+center.y


end

functions["visuals"].zeus_out_of_view = function()

if table_contains(ui_get(menu["visuals"].zeus_esp),"Out of view") and


table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp") then
local lp_pos = vector(entity_get_origin(entity_get_local_player()))
local view = vector(client.camera_angles()); if view == nil then return end
local w,h = client.screen_size()
local size, radius = 15, 20*8; radius = radius+size

for k,v in ipairs(zeus_table) do

local origen = vector(entity_get_origin(v))


local dst = math.min(800,lp_pos:dist(origen))/800

if not entity.is_alive(v) then


table.remove(zeus_table,k)
break
end

local w2s = {renderer.world_to_screen(origen:unpack())}

if w2s[1] and w2s[2] and w2s[1] > 0 and w2s[2] > 0 and w2s[1] < w and
w2s[2] < h then break end

local _, angle = lp_pos:to(origen):angles() if not angle then break end


angle=270-angle+view.y
local ang_rad = math.rad(angle)
local point = vector(w/2 + math.cos(ang_rad)*radius, h/2 +
math.sin(ang_rad)*radius, 0)

local point2, point3 = vector(point.x - size/2, point.y - size, 0),


vector(point.x + size/2, point.y-size, 0)
local points = { rotate_around_center(math.rad(angle-90), point,
point2, point3) }

local zeus_color = {r=255,g=50,b=50}


if entity_get_classname(entity.get_player_weapon(v)) == "CWeaponTaser"
then
zeus_color = {r=255,g=50,b=50}
else
zeus_color = {r=255,g=167,b=0}
end

renderer_texture(zeus_texture,point.x, point.y, 30, 30,


zeus_color.r,zeus_color.g,zeus_color.b,255,"f")
end
end
end

-- at target flag | at target esp


client.register_esp_flag("target",255,255,255, function(ent)
if ent == client.current_threat() and
table_contains(ui_get(menu["visuals"].player_esp),"At target flag") then
return true,string.format("\a%02x%02x%02x
%02xTARGET",ui_get(menu["visuals"].target_color))
end
end)

client.register_esp_flag("zeus",255,255,255, function(ent)
if table_contains(ui_get(menu["visuals"].zeus_esp),"Flag") and
table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp") then
for i=1,#zeus_table do

if zeus_table[i] == entity_get_local_player() then


break
end

if ent == zeus_table[i] then


return true,string.format("\a%02x%02x%02x
%02xZEUS",ui_get(menu["visuals"].zeus_indicator_color))
end
end
end
end)

local eye_svg = renderer.load_svg('<svg fill="#fff" height="800" width="800"


xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512" xml:space="preserve"><path
d="M0 226v32c128 192 384 192 512 0v-32C384 34 128 34 0 226zm256 144c-70.7 0-128-
57.3-128-128s57.3-128 128-128 128 57.3 128 128-57.3 128-128 128zm0-200c0-8.3 1.7-
16.1 4.3-23.6-1.5-.1-2.8-.4-4.3-.4-53 0-96 43-96 96s43 96 96 96 96-43 96-96c0-
1.5-.4-2.8-.4-4.3-7.4 2.6-15.3 4.3-23.6 4.3-39.8 0-72-32.2-72-72z" fill="white"
/></svg>', 50,50)

functions["misc"].local_animations = function()
if not entity.is_alive(entity_get_local_player()) then
functions["misc"].end_time = 0
functions["misc"].ground_ticks = 0
return
end

if table_contains(ui_get(menu["misc"].local_animations),"Pitch 0 on land") then

local on_ground = bit.band(entity_get_prop(entity_get_local_player(),


"m_fFlags"), 1)

if on_ground == 1 then
functions["misc"].ground_ticks = functions["misc"].ground_ticks + 1
else
functions["misc"].ground_ticks = 0
functions["misc"].end_time = globals.curtime() + 1
end

if functions["misc"].ground_ticks > 5 and functions["misc"].end_time + 0.5


> globals.curtime() then
entity.set_prop(entity_get_local_player(), "m_flPoseParameter", 0.5,
12)
end
end

if table_contains(ui_get(menu["misc"].local_animations),"Jitter legs") then


local math_randomized = math.random(1,2)

ui_set(menu_reference.leg_movement, math_randomized == 1 and "Always slide"


or "Never slide")
entity.set_prop(entity_get_local_player(), "m_flPoseParameter", 8, 0)
end

if table_contains(ui_get(menu["misc"].local_animations),"Static legs in air")


then
entity.set_prop(entity_get_local_player(), "m_flPoseParameter", 1, 6)
end

if table_contains(ui_get(menu["misc"].local_animations),"Crossing legs") then

local me = ent_lib.get_local_player()
local m_fFlags = me:get_prop("m_fFlags")
local is_onground = bit.band(m_fFlags, 1) ~= 0
if not is_onground then
local my_animlayer = me:get_anim_overlay(6)

my_animlayer.weight = 1
else
ui_set(menu_reference.leg_movement,"Off")
entity.set_prop(entity_get_local_player(), "m_flPoseParameter", 0, 7)
end
end

if table_contains(ui_get(menu["misc"].local_animations),"Flashed") then

local local_player_ent = ent_lib.get_local_player()


local not_anim_layer = local_player_ent:get_anim_overlay(9)
not_anim_layer.weight = 1
not_anim_layer.sequence = 224
end

if table_contains(ui_get(menu["misc"].local_animations),"Victim") then

local local_player_ent = ent_lib.get_local_player()


local not_anim_layer = local_player_ent:get_anim_overlay(0)
not_anim_layer.sequence = 11
end
end

functions["misc"].fast_ladder = function(cmd)

if not ui_get(menu["misc"].fast_ladder_box) then


return
end

local local_player = entity.get_local_player()


local pitch,yaw = client.camera_angles()

local m_MoveType = entity.get_prop(local_player, "m_MoveType")

if m_MoveType == 9 then --fixed

cmd.yaw = math.floor(cmd.yaw+0.5)
cmd.roll = 0
if true then
if cmd.forwardmove == 0 then
cmd.pitch = 89
cmd.yaw = cmd.yaw + ui_get(menu["misc"].ladder_yaw_slider)
if math.abs(ui_get(menu["misc"].ladder_yaw_slider)) > 0 and
math.abs(ui_get(menu["misc"].ladder_yaw_slider)) < 180 and cmd.sidemove ~= 0 then
cmd.yaw = cmd.yaw - ui_get(menu["misc"].ladder_yaw_slider)
end
if math.abs(ui_get(menu["misc"].ladder_yaw_slider)) == 180 then
if cmd.sidemove < 0 then
cmd.in_moveleft = 0
cmd.in_moveright = 1
end
if cmd.sidemove > 0 then
cmd.in_moveleft = 1
cmd.in_moveright = 0
end
end
end
end

if true then
if cmd.forwardmove > 0 then
if pitch < 45 then
cmd.pitch = 89
cmd.in_moveright = 1
cmd.in_moveleft = 0
cmd.in_forward = 0
cmd.in_back = 1
if cmd.sidemove == 0 then
cmd.yaw = cmd.yaw + 90
end
if cmd.sidemove < 0 then
cmd.yaw = cmd.yaw + 150
end
if cmd.sidemove > 0 then
cmd.yaw = cmd.yaw + 30
end
end
end
end
if true then
if cmd.forwardmove < 0 then
cmd.pitch = 89
cmd.in_moveleft = 1
cmd.in_moveright = 0
cmd.in_forward = 1
cmd.in_back = 0
if cmd.sidemove == 0 then
cmd.yaw = cmd.yaw + 90
end
if cmd.sidemove > 0 then
cmd.yaw = cmd.yaw + 150
end
if cmd.sidemove < 0 then
cmd.yaw = cmd.yaw + 30
end
end
end

end
end

local aim_logs={}

local miss_hc = 0
local backtrack = 0
local predicted_dmg = 0
client_set_event_callback("aim_fire", function(ctx)
backtrack = globals_tickcount() - ctx.tick
miss_hc = ctx.hit_chance
predicted_damage = ctx.damage
end)

local miss_sp = {}
local current_logs = {}
local hitgroup_names = {'generic', 'head', 'chest', 'stomach', 'left arm', 'right
arm', 'left leg', 'right leg', 'neck', '?', 'gear'}
client_set_event_callback("aim_miss", function(ctx)

if #ui_get(menu["misc"].safe_point) > 0 then


if ctx ~= nil then
local hp_left = entity.get_prop(ctx.target, "m_iHealth")
miss_sp[#miss_sp + 1] =
{
nigga = ctx.target,
hp = hp_left,
}
end

end

if ctx.reason == "?" then


ctx.reason = "unknown"
end

if ui_get(menu["misc"].aim_logs) then
local color = string.format("\a%02X%02X
%02XFF",ui_get(menu["misc"].aim_logs_miss_color))

local w,h=client.screen_size()
aim_logs[#aim_logs+1]={
bullet_tick=globals_tickcount()*globals.tickinterval(),
start_position=h/2+100,
text=string.format("Missed ".. color .. "%s\affffffff in the " .. color
.. "%s\affffffff due to " .. color .. "%s\
affffffff.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1],ctx.r
eason)
}
end

if table_contains(ui_get(menu["misc"].old_logs),"aim_miss") then
client.log(string.format("Missed %s in the %s due to
%s.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1],ctx.reason))
local color = "\aF85454FF"
current_logs[#current_logs + 1 ] = {
text=string.format("Missed %s in the %s due to
%s.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1],ctx.reason),
current_time = globals_tickcount()
}
end
end)

client_set_event_callback("aim_hit", function(ctx)

if ui_get(menu["misc"].aim_logs) then
local w,h=client.screen_size()
local color = "\a96E631FF"
aim_logs[#aim_logs+1]={
bullet_tick=globals_tickcount()*globals.tickinterval(),
start_position=h/2+100,
text=string.format("Hit " .. color .. "%s\affffffff in the " ..
color .. "%s\affffffff for " .. color .. "%s\
affffffff.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1] ,ctx.
damage)
}
end

if table_contains(ui_get(menu["misc"].old_logs),"aim_hit") then
local color = string.format("\a%02X%02X
%02XFF",ui_get(menu["misc"].aim_logs_hit_color))
client.log(string.format("Hit %s in the %s for
%s.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1] ,ctx.damage)
)
current_logs[#current_logs + 1 ] = {
text=string.format("Hit %s in the %s for
%s.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1] ,ctx.damage)
,
current_time = globals_tickcount()
}
end
end)

client_set_event_callback("item_purchase", function(ctx)

if not table_contains(ui_get(menu["misc"].old_logs),"item_purchase") or
ctx.weapon == "weapon_unknown" then
return
end

if client.userid_to_entindex(ctx.userid) == entity_get_local_player() then


return
end

local x,y = string.find(ctx.weapon,"weapon_")


local x1,y1 = string.find(ctx.weapon,"item_")

ctx.weapon = string.sub(ctx.weapon,y == nil and y1+1 or y+1,#ctx.weapon)


--ctx.weapon:sub(x == nil and x1 or x,y == nil and y1 or y)

current_logs[#current_logs + 1 ] = {
text = string.format("%s purchased %s",
entity.get_player_name(client.userid_to_entindex(ctx.userid)),ctx.weapon),
current_time = globals_tickcount()
}
end)

local logs = {
three = {},
render_logs = function(self,text)
self.three[#self.three + 1] = {
render_text = text
}

renderer_text(5, (#self.three * 12) - 12 + 7, 220,220,220, 255, "", 0,


text)
end,
}

functions["visuals"].old_logs = function(w,h)

for i = 1,#current_logs do
logs:render_logs(current_logs[i].text,current_logs[i].current_time)

if #logs.three * 12 > h / 2 then


table.remove(current_logs,1)
break
end

if current_logs[i].current_time * globals.tickinterval() + 8 <


globals_tickcount() * globals.tickinterval() then
table.remove(current_logs,i)
break
end
end

end

local venus_svg = '<svg width="800" height="800" viewBox="0 0 36 36"


xmlns="http://www.w3.org/2000/svg" aria-hidden="true" class="iconify iconify--
twemoji" transform="scale(-1 1)"><path fill="#FFAC33" d="M16.61
17.589h5.278v1.056H16.61z"/><path fill="#FFAC33" d="M15.555 15.478a.526.526 0 0
0-.373.901c.845.844.845 2.631 0 3.476a.528.528 0 0 0 .746.746c1.254-1.253 1.254-
3.715 0-4.968a.526.526 0 0 0-.373-.155z"/><path fill="#77B255" d="M23.888 23.486h-
8.575c-1.873 0-3.261-.974-3.809-2.671l-2.405-6.601 2.114-.771 2.419
6.641c.255.788.8 1.151 1.681 1.151h8.575v2.251z"/><path fill="#3E721D" d="m35.205
11.222-1.962.609-1.306-4.21 1.962-.609a1.115 1.115 0 0 1 1.392.733l.647 2.084a1.116
1.116 0 0 1-.733 1.393z"/><path fill="#E95F28" d="M1.687
6.947h1.761v5.024H1.686c-.87 0-1.582-.712-1.582-1.582v-1.86c0-.87.712-1.582 1.583-
1.582z"/><path fill="#3E721D" d="M6.694 4.89c0 .923.748 1.671 1.671
1.671s2.727-.748 2.727-1.671-1.804-1.671-2.727-1.671-1.671.748-1.671 1.671z"/><path
fill="#5C913B" d="M4.869 12.905c0 1.166.945 2.111 2.659
2.111H22v-2.111H4.869z"/><path fill="#77B255" d="M35.279 29.382s-1.975-6.154-2.731-
8.768-1.006-4.614 1.077-6.147c1.135-.835 1.431-1.844 1.204-2.899-.377-1.752-1.284-
4.076-1.72-4.925-.189-.369-.486-.758-1.073-.928 0 0-3.915-1.737-15.24-1.737-6.333
0-14.215.957-14.215 3.265v3.612c0 1.23.997 2.227 2.227 2.227H18.51c.727 0 1.37.473
1.587 1.168l4.352 13.79v.001c.429 1.402-.915 1.633-.915 2.787a1.3 1.3 0 0 0 1.297
1.297h8.433a2.112 2.112 0 0 0 2.015-2.743z"/><path fill="#A6D388" d="M27.499
21.008a1 1 0 0 1-.967-.749c-1.357-5.237-4.091-8.438-8.354-9.786-6.075-1.921-
13.393-.323-13.466-.308a1 1 0 0 1-.438-1.952c.32-.072 7.909-1.733 14.506.352 4.905
1.55 8.165 5.316 9.688 11.191a1 1 0 0 1-.969 1.252z"/><circle fill="#F5F8FA"
cx="29.185" cy="10.67" r="3.305"/><circle fill="#FFCC4D" cx="29.185" cy="10.67"
r="2.292"/></svg>'
local load_venus_svg = renderer.load_svg(venus_svg, 25, 25)

functions["visuals"].aim_logs = function(w,h)

if not ui_get(menu["misc"].aim_logs) then

if #aim_logs > 0 then


aim_logs={}
end

return
end

for i=1,#aim_logs do

if aim_logs[i] == nil then


break
end

local aim = aim_logs[i]

aim.start_position = lerp(aim.start_position,h/2+100+
(i*30),globals.frametime()*15)

rounded_rectangle(w/2 - renderer_measure_text("c", aim.text) / 2 -


5,aim.start_position - 10,renderer_measure_text("c", aim.text) + 10,
18,24,24,24,255,1,10)

--renderer_text(w/2 - renderer_measure_text("c", aim.text) / 2 -


23,aim.start_position - 2,255,255,255,255,"cb",0,"V")
renderer_text(w/2,aim.start_position - 2,255,255,255,255,"c",0,aim.text)

if ui_get(menu["misc"].aim_logo) then
rounded_rectangle(w/2 - renderer_measure_text("c", aim.text) / 2 - 24 -
ui_get(menu["misc"].logo_slider),aim.start_position - 10,21, 18,24,24,24,255,1,10)
renderer_texture(load_venus_svg,w/2 - renderer_measure_text("c",
aim.text) / 2 - 20 - ui_get(menu["misc"].logo_slider),aim.start_position -
9,15,15,255,255,255,255,"f")
end

local current_ongoing_tick = globals_tickcount()*globals.tickinterval()


local text_timer = (aim.bullet_tick + 5) - current_ongoing_tick
local text_timer_percentage = text_timer / 5

if h/2+200+(i*30) > h - 100 then


table.remove(aim_logs,1)
break
end

if globals_tickcount()*globals.tickinterval() > aim.bullet_tick + 5 then


table.remove(aim_logs,i)
break
end
end
end

functions["visuals"].watermark = function(w,h)

if not ui_get(menu["visuals"].ot_watermark) then


return
end

local get_ping = math.floor(math.min(1000,client.latency() * 1000))

local watermark_text = string.format("%s | ping %s


ms",obex_data.username,get_ping)
rounded_rectangle(w - renderer.measure_text("c", watermark_text) -
12,10,renderer.measure_text("c", watermark_text) + 8, 17,24,24,24,255,1,10)
renderer_text(w - renderer.measure_text("c", watermark_text) / 2 -
8,17,255,255,255,255,"c",0,watermark_text)

if ui_get(menu["visuals"].watermark_logo) then
rounded_rectangle(w - renderer.measure_text("c", watermark_text) - 48 -
ui_get(menu["visuals"].watermark_spacing),10,40, 17,24,24,24,255,1,10)
renderer_text(w - renderer.measure_text("c", watermark_text) - 28 -
ui_get(menu["visuals"].watermark_spacing),17,255,255,255,255,"cb",0,"\a80CC23ffV\
affffffffenus")
end
end

local function clamp(value, minValue, maxValue)


if value < minValue then
return minValue
end

if value > maxValue then


return maxValue
end

return value
end
local rgba_to_hex = function(b, c, d, e)
return string.format('%02x%02x%02x%02x', b, c, d, e)
end

local function text_fade_animation(x, y, speed, color1, color2, text)


local final_text = ''
local curtime = globals.curtime()
for i = 0, #text do
local x = i * 10
local wave = math.cos(2 * speed * curtime / 4 + x / 50)
local color = rgba_to_hex(
lerp(color1.r, color2.r, clamp(wave, 0, 1)),
lerp(color1.g, color2.g, clamp(wave, 0, 1)),
lerp(color1.b, color2.b, clamp(wave, 0, 1)),
color1.a
)
final_text = final_text .. '\a' .. color .. text:sub(i, i)
end

renderer_text(x, y, color1.r, color1.g, color1.b, color1.a, nil, nil,


final_text)
end

functions["misc"].sunset = function()
local sun_prop = entity.get_all('CCascadeLight')[1]

if ui_get(menu["misc"].sunset_mode) and functions["misc"].sunset_active ==


false then
functions["misc"].old_sun = vector(entity_get_prop(sun_prop,
"m_envLightShadowDirection"))
entity.set_prop(sun_prop,"m_envLightShadowDirection",0,0,0)
functions["misc"].sunset_active = true
elseif not ui_get(menu["misc"].sunset_mode) then
if functions["misc"].sunset_active == true then

entity.set_prop(sun_prop,"m_envLightShadowDirection",functions["misc"].old_sun.x,fu
nctions["misc"].old_sun.y,functions["misc"].old_sun.z)
functions["misc"].sunset_active = false
end
end

end

local all_players = {}
local get_bots_players = function()

for k,v in ipairs(entity.get_players(true)) do


table.insert(all_players,{index=v,old_pos=0,timeframe=entity.get_prop(v,
"m_flSimulationTime") / globals.tickinterval(),wjitter=false,sjitter=false,loop=0})

local was_found = true


local times_found = 0
for i,n in ipairs(all_players) do
if entity.get_player_name(n.index) ==
entity.get_player_name(entity_get_local_player()) then
table.remove(all_players,i)
break
end

if n.index == v then
times_found = times_found + 1
was_found = false
if times_found >= 2 then
was_found = true
table.remove(all_players,i)
break
end
else
was_found = false
end
end
end
end

client.register_esp_flag("FS",255,255,255, function(ent)
if plist.get(ent,"Override safe point") == "On" then return "FS" end
end)

functions["misc"].safe_point = function()

if #ui.get(menu["misc"].safe_point) > 0 then


for i,n in ipairs(all_players) do
local amount_of_shots = 0
local hp_shot = 0

if not entity.is_alive(n.index) then table.remove(all_players,i) break


end

if table_contains(ui.get(menu["misc"].safe_point),"Default") or
table_contains(ui.get(menu["misc"].safe_point),"Lethal") then
for k,v in ipairs(miss_sp) do
if v.nigga == nil or n.index == nil or v == nil then
table.remove(miss_sp,k)
break
end

if v.nigga == entity_get_local_player() then break end

if v.nigga == n.index then

if v.hp ~= nil and v.hp <= 50 and


table_contains(ui.get(menu["misc"].safe_point),"Lethal") then
hp_shot = hp_shot + 1
end

if
table_contains(ui.get(menu["misc"].safe_point),"Default") == true then
amount_of_shots = amount_of_shots + 1
end
end

if entity.get_prop(v.nigga,"m_iHealth") <= 0 then


table.remove(miss_sp,k)
break
end
end
end

local eyes = vector(entity.get_prop(n.index,"m_angEyeAngles"))

local mathed = math.floor(eyes.y) - math.floor(n.old_pos)

if mathed == 0 then
n.loop = n.loop + 1

if n.loop > 4 then


n.wjitter = false
n.sjitter = false
n.loop = 0
end
else
n.loop = 0
end

if mathed > 180 or mathed < -180 then


local true_math = 0

if mathed > 0 then


true_math = 199 - mathed
else
true_math = -199 - mathed
end

if true_math > 80 or true_math < -80 and mathed ~= 0 then


n.sjitter = true

elseif (true_math <= 80 or true_math >= -80 and true_math <= -1)
and mathed ~= 0 then
n.wjitter = true
n.sjitter = false
end
elseif mathed < 180 or mathed > -180 then
if mathed >= 80 or mathed <= -80 then
n.wjitter = true
n.sjitter = false
elseif (mathed < 80 or mathed > -80 and mathed <= -1) and mathed ~=
0 then
n.sjitter = true

end

elseif (mathed == 0 and n.wjitter == true) or (mathed == 0 and


n.sjitter == true) then
n.wjitter = true
n.sjitter = true
end

local is_wide_jitter_maybe = false


local velocity = vector(entity.get_prop(n.index,"m_vecVelocity"))
local on_ground = bit.band(entity.get_prop(n.index, "m_fFlags"), 1) ==
1

if (hp_shot >= 1 and


table_contains(ui.get(menu["misc"].safe_point),"Lethal") ) or
(amount_of_shots >= 2 and
table_contains(ui.get(menu["misc"].safe_point),"Default")) or
(velocity:length2d() < 2 and on_ground and
table_contains(ui.get(menu["misc"].safe_point),"Standing")) or
(n.wjitter == true and (not on_ground or velocity:length2d() > 3 and
entity.get_prop(n.index,"m_flDuckAmount") <= 0 and on_ground) and
table_contains(ui.get(menu["misc"].safe_point),"Wide jitter"))
or (n.sjitter == true and (not on_ground or velocity:length2d() > 3 and
entity.get_prop(n.index,"m_flDuckAmount") <= 0 and on_ground) and
table_contains(ui.get(menu["misc"].safe_point),"Small jitter")) then
plist.set(n.index, "Override safe point", "On")
else
plist.set(n.index, "Override safe point", "-")
end

local tempo = entity.get_prop(n.index, "m_flSimulationTime") /


globals.tickinterval()

if mathed == 0 then
end

if n.timeframe < tempo then


n.timeframe = tempo

n.old_pos = eyes.y
end

end
end
end

local resolver_status = false


functions["misc"].resolver = function()

if ui_get(menu["misc"].resolver) then

resolver_status = true
for k,_v in ipairs(entity.get_players(true)) do
local bbox = { entity.get_bounding_box(_v) }

local player_index = ent_lib.new(_v)

local possible_desync = math.floor(math.min(60, (entity_get_prop(_v,


"m_flPoseParameter", 11) * 120 - 60)))
local m_angEyeAngles = { entity_get_prop(_v,"m_angEyeAngles") }
local on_ground = bit.band(entity_get_prop(_v, "m_fFlags"), 1) == 1

--local current_angle = "R"


--renderer_text(bbox[3] + 2,bbox[2]+(bbox[4] -
bbox[2])/2+14,255,255,255,255,nil,0,player_index:get_anim_overlay(6).cycle)
--renderer_text(bbox[3] + 2,bbox[2]+(bbox[4] - bbox[2])/2 +
14,255,255,255,255,nil,0,player_index:get_anim_state().current_feet_yaw)

--[[ if player_index:get_anim_state().current_feet_yaw > 0 and


player_index:get_anim_state().current_feet_yaw < 180 then
current_angle = "R"
elseif player_index:get_anim_state().current_feet_yaw > 180 and
player_index:get_anim_state().current_feet_yaw < 359 then
current_angle = "L"
elseif player_index:get_anim_state().current_feet_yaw == 0 or
player_index:get_anim_state().current_feet_yaw == 360 then
current_angle = "F"
else
current_angle = "B"
end]]--

if math.floor(math.max(-60,math.min(60,m_angEyeAngles[2]-
player_index:get_anim_state().current_feet_yaw))) < possible_desync + 1 and
math.floor(math.max(-60,math.min(60,m_angEyeAngles[2]-
player_index:get_anim_state().current_feet_yaw))) > possible_desync - 1 then
plist.set(_v, "Force body yaw", false)
break
end

local math_resolver = math.floor(math.max(-


60,math.min(60,m_angEyeAngles[2]-player_index:get_anim_state().current_feet_yaw)) )

if ui.is_menu_open() then
plist.set(_v, "Force body yaw", false)
plist.set(_v, "Force body yaw value",0)
break
end

local pl_velocity = vector(entity_get_prop(_v, "m_vecVelocity"))


if pl_velocity:length2d() < 2 then
plist.set(_v, "Force body yaw", false)
break
elseif not on_ground then
math_resolver = math_resolver / 2
elseif player_index:get_anim_state().duck_amount > 0.5 then
math_resolver = math_resolver / 2
elseif math_resolver == 60 or math_resolver == -60 then
plist.set(_v, "Force body yaw", false)
break
end

plist.set(_v, "Force body yaw", true)


plist.set(_v, "Force body yaw value",math_resolver)

end
else
if resolver_status == true then

for i = 1, globals.maxplayers() do
if entity_get_classname(i) == 'CCSPlayer' then

if entity_get_prop(i,"m_iTeamNum") ~=
entity_get_prop(entity_get_local_player(),"m_iTeamNum") then
plist.set(i, "Force body yaw", false)
plist.set(i, "Force body yaw value",0)
end
end
end

resolver_status = false
end
end
end

client_set_event_callback("player_death", function(ctx)
if client.userid_to_entindex(ctx.userid) ~= entity_get_local_player() and
client.userid_to_entindex(ctx.attacker) == entity_get_local_player() and
ui_get(menu["misc"].kill_say) ~= "Off" then
client.exec("say " ..
functions["misc"].kill_say[ui_get(menu["misc"].kill_say)][client.random_int(1,
#functions["misc"].kill_say[ui_get(menu["misc"].kill_say)])])
end
end)

local function str_to_sub(input, sep)


local t = {}
for str in string.gmatch(input, "([^"..sep.."]+)") do
t[#t + 1] = string.gsub(str, "\n", "")
end
return t
end

local function to_boolean(str)


if str == "true" or str == "false" then
return (str == "true")
else
return str
end
end

ui_menu.main = ui.new_button(tab, container, "- Main -", function()


ui_menu.selected_tab = ui_menu.easier_tab.main
end)

local filesystem = {}
local a = { { 'remove_search_path', '\x55\x8B\xEC\x81\xEC\xCC\xCC\xCC\xCC\x8B\x55\
x08\x53\x8B\xD9', 'void(__thiscall*)(void*, const char*, const char*)' },
{ 'remove_file', '\x55\x8B\xEC\x81\xEC\xCC\xCC\xCC\xCC\x8D\x85\xCC\xCC\xCC\xCC\x56\
x50\x8D\x45\x0C', 'void(__thiscall*)(void*, const char*, const char*)' },
{ 'find_next', '\x55\x8B\xEC\x83\xEC\x0C\x53\x8B\xD9\x8B\x0D\xCC\xCC\xCC\xCC',
'const char*(__thiscall*)(void*, int)' }, { 'find_is_directory', '\x55\x8B\xEC\x0F\
xB7\x45\x08', 'bool(__thiscall*)(void*, int)' }, { 'find_close', '\x55\x8B\xEC\x53\
x8B\x5D\x08\x85', 'void(__thiscall*)(void*, int)' }, { 'find_first', '\x55\x8B\xEC\
x6A\x00\xFF\x75\x10\xFF\x75\x0C\xFF\x75\x08\xE8\xCC\xCC\xCC\xCC\x5D', 'const
char*(__thiscall*)(void*, const char*, const char*, int*)' },
{ 'get_current_directory', '\x55\x8B\xEC\x56\x8B\x75\x08\x56\xFF\x75\x0C',
'bool(__thiscall*)(void*, char*, int)' } }
local function c(d, e, f, g)
local h = client.create_interface(d, e) or error("invalid interface", 2)
local i = client.find_signature(d, f) or error("invalid signature", 2)
local j, k = pcall(ffi.typeof, g)
if not j then
error(k, 2)
end ;
local l = ffi.cast(k, i) or error("invalid typecast", 2)
return function(...)
return l(h, ...)
end
end;
for m = 1, #a do
local n = a[m]
filesystem[n[1]] = c('filesystem_stdio.dll', 'VFileSystem017', n[2], n[3])
end

local add_to_searchpath = vtable_bind("filesystem_stdio.dll", "VFileSystem017",


11, "void(__thiscall*)(void*, const char*, const char*, int)");

local oldLength = -1;


local searchpath_key = "SAM_SOUND_BOARD";
local gamePath = ffi.typeof("char[128]")();
filesystem.get_current_directory(gamePath, ffi.sizeof(gamePath))
local soundPath = string.format('%s', ffi.string(gamePath))
add_to_searchpath(soundPath, searchpath_key, 0);
found = false
local function get_configs()
local found_files, fileHandle = {}, ffi.typeof("int[1]")()
local fileNamePtr = filesystem.find_first("*", searchpath_key, fileHandle);

while (fileNamePtr ~= nil) do


local fileName = ffi.string(fileNamePtr)
if (not filesystem.find_is_directory(fileHandle[0]) and
fileName:find('_gs.txt')) then
found_files[#found_files + 1] = fileName;
end
fileNamePtr = filesystem.find_next(fileHandle[0]);
end

filesystem.find_close(fileHandle[0]);
return found_files
end

local config_texiste = ui_new_label(tab,container, "Config system")

local sounds = ui.new_listbox(tab,container, "config_board", "...")

local new_text = ui.new_textbox(tab,container,"config box")

local function update_cfg()

if ui_menu.selected_tab == ui_menu.easier_tab.config and ui.is_menu_open() then


local newSounds = get_configs()
local new = {}
for i = 1, #newSounds do
new[i] = newSounds[i]:gsub('_gs.txt', '')
end
return new;
end
end

writefile("default
config_gs.txt","dHJ1ZXx0cnVlfEN1c3RvbXw4NnxBdCB0YXJnZXRzfDE4MHxmYWxzZXwxfDB8MHxDZW5
0ZXJ8NzB8Sml0dGVyfDF8ZmFsc2V8ZmFsc2V8MnxmYWxzZXxSYW5kb218MHxTa2l0dGVyfDEwOHx0cnVlfH
RydWV8Q3VzdG9tfDYyfExvY2FsIHZpZXd8MHxDZW50ZXJ8Mzh8Sml0dGVyfDF8ZmFsc2V8ZmFsc2V8MnxmY
WxzZXxPZmZ8MHxPZmZ8MHx0cnVlfHRydWV8Q3VzdG9tfDg2fEF0IHRhcmdldHN8MTgwfGZhbHNlfDV8MzN8
N3xTbG93IGppdHRlcnwtMzB8T3B0aW1pemVkIHNsb3d8MXxmYWxzZXxmYWxzZXwyfGZhbHNlfE9mZnwwfE9
mZnwwfHRydWV8dHJ1ZXxNaW5pbWFsfDg1fEF0IHRhcmdldHN8MTgwfGZhbHNlfDZ8NDB8LTN8U2xvdyBqaX
R0ZXJ8LTI4fFlhd1YyfDB8dHJ1ZXxmYWxzZXwyfGZhbHNlfEN1c3RvbXwtODl8U3Bpbnw2MHx0cnVlfHRyd
WV8TWluaW1hbHwwfEF0IHRhcmdldHN8MTgwfGZhbHNlfDF8MHwxNnxDZW50ZXJ8NjJ8Sml0dGVyfDExNXxm
YWxzZXxmYWxzZXwyfGZhbHNlfE9mZnwwfE9mZnwwfHRydWV8dHJ1ZXxNaW5pbWFsfDg5fEF0IHRhcmdldHN
8MTgwfGZhbHNlfDF8MHwwfENlbnRlcnw1N3xKaXR0ZXJ8MTE1fGZhbHNlfGZhbHNlfDJ8ZmFsc2V8T2ZmfD
B8T2ZmfDB8dHJ1ZXx0cnVlfE1pbmltYWx8MHxBdCB0YXJnZXRzfDE4MHxmYWxzZXwxfDB8MHxDZW50ZXJ8M
HxPcHRpbWl6ZWQgc2xvd3wwfGZhbHNlfGZhbHNlfDJ8ZmFsc2V8T2ZmfDB8T2ZmfDB8dHJ1ZXx0cnVlfE1p
bmltYWx8ODl8QXQgdGFyZ2V0c3wxODB8ZmFsc2V8NXw0Nnw5fFNsb3cgaml0dGVyfC00NXxZYXdWMnwxMTV
8ZmFsc2V8dHJ1ZXwyfGZhbHNlfFJhbmRvbXwtNjR8U3BpbnwyNXx0cnVlfHRydWV8TWluaW1hbHw4OXxBdC
B0YXJnZXRzfDE4MHxmYWxzZXw1fDM0fDB8U2xvdyBqaXR0ZXJ8LTMzfFlhd1YyfC0xMTV8ZmFsc2V8dHJ1Z
XwyfGZhbHNlfFJhbmRvbXwtNjV8U3BpbnwyOXxmYWxzZXx0cnVlfE9mZnwwfExvY2FsIHZpZXd8T2ZmfGZh
bHNlfDF8MHwwfE9mZnwwfE9mZnwwfGZhbHNlfGZhbHNlfDJ8ZmFsc2V8T2ZmfDB8T2ZmfDB8dHJ1ZXx0cnV
lfE1pbmltYWx8ODl8QXQgdGFyZ2V0c3wxODB8ZmFsc2V8MXwwfDB8T2ZmfDB8U3RhdGljfC0xMTV8ZmFsc2
V8ZmFsc2V8MnxmYWxzZXxPZmZ8MHxPZmZ8MHxmYWxzZXx0cnVlfE9mZnwwfExvY2FsIHZpZXd8T2ZmfGZhb
HNlfDF8MHwwfE9mZnwwfE9mZnwwfGZhbHNlfGZhbHNlfDJ8ZmFsc2V8T2ZmfDB8T2ZmfDB8")

local create_file = ui.new_button(tab,container, "Create config", function()


writefile(tostring(ui_get(new_text) .. "_gs.txt"),"paste config in file")
end)

local remove_file = ui.new_button(tab, container, "Delete config", function()


filesystem.remove_file(soundPath .. '/' .. get_configs()[ui_get(sounds) +
1],get_configs()[ui_get(sounds) + 1]);
end)

local save_file_cfg = ui.new_button(tab,container, "Save config", function()

print("Config saved!")

local str = ""

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do

str = str
.. tostring(ui_get(menu["anti-aim"].builder[v].enable)) .. "|"
.. tostring(ui_get(menu["anti-aim"].anti_backstab)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].pitch)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].pitch_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_base)) .. "|"
if v ~= "Manual" then
str = str .. tostring(ui_get(menu["anti-aim"].builder[v].yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].random_flick)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].delay_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter2)) .. "|"
end
str = str .. tostring(ui_get(menu["anti-
aim"].builder[v].yaw_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter_custom)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].body_yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].body_yaw_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_enable)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_force)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_tick_stopper)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_choke)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_pitch)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_pitch_custom)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_yaw_custom)) ..
"|"
end

clipboard.set(base64.encode(str,'base64'))
database.write("current_clip_board_to_save",base64.encode(str, 'base64'))
read_data = database.read("current_clip_board_to_save")
writefile(get_configs()[ui_get(sounds) + 1],read_data)
end)

local load_cfg = ui.new_button(tab,container, "Load config", function()

print("Config loaded!")

local tbl = str_to_sub(base64.decode(readfile(get_configs()[ui_get(sounds) +


1]), 'base64'), "|")
local crescente = 1

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do

ui_set(menu["anti-aim"].builder[v].enable, to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].anti_backstab, to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].pitch, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].pitch_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_base, tostring(tbl[crescente]))
crescente = crescente + 1

if v ~= "Manual" then
ui_set(menu["anti-aim"].builder[v].yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].random_flick,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].delay_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter2,
tonumber(tbl[crescente]))
crescente = crescente + 1
end

ui_set(menu["anti-aim"].builder[v].yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter,
tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].body_yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].body_yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_enable,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_force,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_tick_stopper,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_choke,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_pitch,
tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_pitch_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
end

end)

local export_file = ui.new_button(tab,container, "Export", function()

print("Config exported!")

local str = ""

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do


str = str
.. tostring(ui_get(menu["anti-aim"].builder[v].enable)) .. "|"
.. tostring(ui_get(menu["anti-aim"].anti_backstab)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].pitch)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].pitch_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_base)) .. "|"
if v ~= "Manual" then
str = str .. tostring(ui_get(menu["anti-aim"].builder[v].yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].random_flick)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].delay_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter2)) .. "|"
end

str = str .. tostring(ui_get(menu["anti-


aim"].builder[v].yaw_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter_custom)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].body_yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].body_yaw_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_enable)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_force)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_tick_stopper)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_choke)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_pitch)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_pitch_custom)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_yaw_custom)) ..
"|"
end

clipboard.set(base64.encode(str,'base64'))
end)

local import_config = ui.new_button(tab,container,"Import",function()

print("Config imported!")

local tbl = str_to_sub(base64.decode(clipboard.get(), 'base64'), "|")


local crescente = 1

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do

ui_set(menu["anti-aim"].builder[v].enable, to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].anti_backstab, to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].pitch, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].pitch_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_base, tostring(tbl[crescente]))
crescente = crescente + 1

if v ~= "Manual" then
ui_set(menu["anti-aim"].builder[v].yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].random_flick,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].delay_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter2,
tonumber(tbl[crescente]))
crescente = crescente + 1
end

ui_set(menu["anti-aim"].builder[v].yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter,
tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].body_yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].body_yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_enable,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_force,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_tick_stopper,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_choke,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_pitch,
tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_pitch_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
end

end)
functions["menu"].visibility = function()
if ui.is_menu_open() then

local skeet_tab = ui_get(menu["anti-aim"].anti_aim_selector) == "Skeet"

ui_set_visible(menu["main"].welcome_label,ui_menu.selected_tab ==
ui_menu.easier_tab.main)
ui_set_visible(menu["anti-aim"].dt_teleport,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2)
ui_set_visible(ui_menu.aa,ui_menu.selected_tab == ui_menu.easier_tab.main)
ui_set_visible(ui_menu.aa2,ui_menu.selected_tab == ui_menu.easier_tab.main)
ui_set_visible(ui_menu.visuals,ui_menu.selected_tab ==
ui_menu.easier_tab.main)
ui_set_visible(ui_menu.misc,ui_menu.selected_tab ==
ui_menu.easier_tab.main)
ui_set_visible(ui_menu.cfg,ui_menu.selected_tab == ui_menu.easier_tab.main)
ui_set_visible(ui_menu.main,ui_menu.selected_tab ~=
ui_menu.easier_tab.main)

ui_set_visible(menu["extras"].icon,false)
ui_set_visible(menu["extras"].text,false)
ui_set_visible(menu["extras"].gradient,false)
ui_set_visible(menu["extras"].length,false)
ui_set_visible(menu["extras"].width,false)
ui_set_visible(menu["extras"].icon1,false)
ui_set_visible(menu["extras"].text1,false)
ui_set_visible(menu["extras"].gradient1,false)
ui_set_visible(menu["extras"].dynamic,false)
ui_set_visible(menu["extras"].length1,false)
ui_set_visible(menu["extras"].width1,false)

ui_set_visible(menu["anti-aim"].state_selector,ui_menu.selected_tab ==
ui_menu.easier_tab.aa)
ui_set_visible(menu["anti-aim"].anti_aim_selector,ui_menu.selected_tab ==
ui_menu.easier_tab.aa)
for k,v in ipairs(menu["anti-aim"].anti_aim_states) do
ui_set_visible(menu["anti-aim"].builder[v].enable,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
skeet_tab)
ui_set_visible(menu["anti-aim"].builder[v].pitch,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].pitch_custom,ui_get(menu["anti-aim"].state_selector) == v and
ui_get(menu["anti-aim"].builder[v].pitch) == "Custom"and ui_menu.selected_tab ==
ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(menu["anti-aim"].builder[v].yaw_base,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
skeet_tab)

if v ~= "Manual" then
ui_set_visible(menu["anti-aim"].builder[v].yaw,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].random_flick,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].delay_custom,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and (ui_get(menu["anti-
aim"].builder[v].yaw_jitter) == "Slow jitter" or ui_get(menu["anti-
aim"].builder[v].yaw_jitter) == "Slow 5-way") and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].yaw_jitter2,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and (ui_get(menu["anti-
aim"].builder[v].yaw_jitter) == "Slow jitter" or ui_get(menu["anti-
aim"].builder[v].yaw_jitter) == "L&R" or ui_get(menu["anti-
aim"].builder[v].yaw_jitter) == "50/50") and skeet_tab)
end

ui_set_visible(menu["anti-
aim"].builder[v].yaw_custom,ui_get(menu["anti-aim"].state_selector) == v and (v ~=
"Manual" ) and ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab and
ui_get(menu["anti-aim"].builder[v].yaw) ~= "Off")
ui_set_visible(menu["anti-
aim"].builder[v].yaw_jitter,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].yaw_jitter_custom,ui_get(menu["anti-aim"].state_selector) == v and
(v ~= "Manual") and ui_get(menu["anti-aim"].builder[v].yaw_jitter) ~= "Off" and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(menu["anti-aim"].builder[v].body_yaw,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].body_yaw_custom,ui_get(menu["anti-aim"].state_selector) == v and
ui_get(menu["anti-aim"].builder[v].body_yaw) ~= "Off" and ui_get(menu["anti-
aim"].builder[v].body_yaw) ~= "Opposite" and ui_get(menu["anti-
aim"].builder[v].body_yaw) ~= "Optimized slow" and ui_get(menu["anti-
aim"].builder[v].body_yaw) ~= "Optimized jitter"
and ui_get(menu["anti-aim"].builder[v].body_yaw) ~= "YawV2" and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab )

ui_set_visible(menu["anti-
aim"].builder[v].defensive_enable,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_force,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_tick_stopper,ui_get(menu["anti-aim"].state_selector) ==
v and ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and skeet_tab)
ui_set_visible(menu["anti-aim"].builder[v].defensive_choke,false)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_yaw,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_yaw_custom,ui_get(menu["anti-aim"].state_selector) == v
and ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and
ui_get(menu["anti-aim"].builder[v].defensive_yaw) ~= "Off" and
ui_get(menu["anti-aim"].builder[v].defensive_yaw) ~= "Random" and
ui_get(menu["anti-aim"].builder[v].defensive_yaw) ~= "Sideways" and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_yaw_custom1,ui_get(menu["anti-aim"].state_selector) == v
and ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and
ui_get(menu["anti-aim"].builder[v].defensive_yaw) == "L&R" and
skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_pitch,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_pitch_custom,ui_get(menu["anti-aim"].state_selector) ==
v and ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and ui_get(menu["anti-
aim"].builder[v].defensive_pitch) == "Custom" and skeet_tab)

end

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do


ui_set_visible(Venus_aa[v].enable,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
not skeet_tab)
ui_set_visible(Venus_aa[v].pitch,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
not skeet_tab)
-- ui_set_visible(Venus_aa[v].pitch_custom,ui_get(menu["anti-
aim"].state_selector) == v and ui_get(Venus_aa[v].pitch) == "Custom"and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(Venus_aa[v].yaw,ui_get(menu["anti-aim"].state_selector)
== v and ui_menu.selected_tab == ui_menu.easier_tab.aa and not skeet_tab)
ui_set_visible(Venus_aa[v].yaw_custom,ui_get(menu["anti-
aim"].state_selector) == v and (v ~= "Manual" ) and ui_menu.selected_tab ==
ui_menu.easier_tab.aa and ui_get(Venus_aa[v].yaw) ~= "Off" and not skeet_tab)
ui_set_visible(Venus_aa[v].yaw_jitter,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
not skeet_tab)
ui_set_visible(Venus_aa[v].yaw_jitter_custom,ui_get(menu["anti-
aim"].state_selector) == v and ui_get(Venus_aa[v].yaw_jitter) ~= "Off" and
ui_menu.selected_tab == ui_menu.easier_tab.aa and not skeet_tab)
ui_set_visible(Venus_aa[v].body_yaw,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
not skeet_tab)
ui_set_visible(Venus_aa[v].body_yaw_custom,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
not skeet_tab)

end

ui_set_visible(menu["anti-aim"].disable_on_quickpeek,ui_menu.selected_tab
== ui_menu.easier_tab.aa2 and skeet_tab)

ui_set_visible(menu["anti-aim"].freestanding_disablers,ui_menu.selected_tab
== ui_menu.easier_tab.aa2 and skeet_tab)
ui_set_visible(menu["anti-aim"].anti_backstab,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2)
ui_set_visible(menu["anti-aim"].safe_anti_aim,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and skeet_tab)
ui_set_visible(menu["visuals"].indicator,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)

ui_set_visible(menu["visuals"].indicator_scoped_animation,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].indicator) ~= "Disabled")
ui_set_visible(menu["visuals"].indicator_color,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].indicator) == "Default")
ui_set_visible(menu["visuals"].defensive_indicator,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)

ui_set_visible(menu["visuals"].defensive_indicator_color,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].defensive_indicator))
ui_set_visible(menu["visuals"].desync_indicator,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)
ui_set_visible(menu["visuals"].desync_indicator_color,ui_menu.selected_tab
== ui_menu.easier_tab.visuals and ui_get(menu["visuals"].desync_indicator))
ui_set_visible(menu["visuals"].slow_down_indicator,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)

ui_set_visible(menu["visuals"].slow_down_indicator_color,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].slow_down_indicator))

ui_set_visible(menu["visuals"].minimum_damage_indicator,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)

ui_set_visible(menu["visuals"].manual_anti_aim_indicators,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)
ui_set_visible(menu["visuals"].mi_type,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].manual_anti_aim_indicators))
ui_set_visible(menu["visuals"].ot_watermark,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)
ui_set_visible(menu["visuals"].watermark_logo,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].ot_watermark))
ui_set_visible(menu["visuals"].watermark_spacing,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].ot_watermark) and
ui_get(menu["visuals"].watermark_logo))

ui_set_visible(menu["visuals"].manual_anti_aim_indicators_color,ui_menu.selected_ta
b == ui_menu.easier_tab.visuals and
ui_get(menu["visuals"].manual_anti_aim_indicators))
ui_set_visible(menu["visuals"].player_esp,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)
ui_set_visible(menu["visuals"].zeus_esp,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and
table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp"))
ui_set_visible(menu["visuals"].target_color,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and
table_contains(ui_get(menu["visuals"].player_esp),"At target flag"))
ui_set_visible(menu["visuals"].target_label,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and
table_contains(ui_get(menu["visuals"].player_esp),"At target flag"))
ui_set_visible(menu["visuals"].zeus_indicator_color,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and
table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp") and
table_contains(ui_get(menu["visuals"].zeus_esp),"Flag"))

ui_set_visible(menu["misc"].local_animations,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].resolver,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].safe_point,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].fps_boost,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].kill_say,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].sunset_mode,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].show_keybinds, ui_menu.selected_tab ==
ui_menu.easier_tab.aa2)
ui_set_visible(menu["misc"].fast_ladder_box, ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].ladder_yaw_slider, ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].fast_ladder_box))
ui_set_visible(menu["misc"].manual_r,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and ui_get(menu["misc"].show_keybinds))
ui_set_visible(menu["misc"].manual_b,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and ui_get(menu["misc"].show_keybinds))
ui_set_visible(menu["misc"].manual_l,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and ui_get(menu["misc"].show_keybinds))
ui_set_visible(menu["misc"].manual_f,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and ui_get(menu["misc"].show_keybinds))
ui_set_visible(menu["misc"].freestanding,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and ui_get(menu["misc"].show_keybinds))
ui_set_visible(menu["misc"].aim_logs,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].aim_logs_hit_color,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs))
ui_set_visible(menu["misc"].aim_logs_miss_color,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs))
ui_set_visible(menu["misc"].aim_logs_hit_label,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs))
ui_set_visible(menu["misc"].aim_logo,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs))
ui_set_visible(menu["misc"].logo_slider,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs) and
ui_get(menu["misc"].aim_logo))
ui_set_visible(menu["misc"].aim_logs_miss_label,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs))
ui_set_visible(menu["misc"].old_logs,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)

ui_set_visible(import_config,ui_menu.selected_tab ==
ui_menu.easier_tab.config)
ui_set_visible(export_file,ui_menu.selected_tab ==
ui_menu.easier_tab.config)
ui_set_visible(config_texiste,ui_menu.selected_tab ==
ui_menu.easier_tab.config)
ui_set_visible(load_cfg,ui_menu.selected_tab == ui_menu.easier_tab.config)
ui_set_visible(sounds,ui_menu.selected_tab == ui_menu.easier_tab.config)
ui_set_visible(new_text,ui_menu.selected_tab == ui_menu.easier_tab.config)
ui_set_visible(create_file,ui_menu.selected_tab ==
ui_menu.easier_tab.config)
ui_set_visible(remove_file,ui_menu.selected_tab ==
ui_menu.easier_tab.config)
ui_set_visible(save_file_cfg,ui_menu.selected_tab ==
ui_menu.easier_tab.config)

ui_set_visible(menu_reference.enabled,false)
ui_set_visible(menu_reference.pitch[1],false)
ui_set_visible(menu_reference.pitch[2],false)
ui_set_visible(menu_reference.yawbase,false)
ui_set_visible(menu_reference.yaw[1],false)
ui_set_visible(menu_reference.yaw[2],false)
ui_set_visible(menu_reference.yawjitter[1],false)
ui_set_visible(menu_reference.yawjitter[2],false)
ui_set_visible(menu_reference.bodyyaw[1],false)
ui_set_visible(menu_reference.bodyyaw[2],false)
ui_set_visible(menu_reference.roll,false)
ui_set_visible(menu_reference.freestand[1],false)
ui_set_visible(menu_reference.freestand[2],false)
ui_set_visible(menu_reference.freestand_body[1],false)
ui_set_visible(menu_reference.edgeyaw,false)
end
end

local has_checked = false


local function main_paint()

local w,h = client.screen_size()


functions["visuals"].watermark(w,h)
get_bots_players()
functions["visuals"].crosshair_indicator(w,h)
functions["visuals"].simple_crosshair_indicators(w,h)
functions["visuals"].desync_indicator(w,h)
functions["visuals"].slow_down_indicator(w,h)
functions["visuals"].minimum_damage_indicator(w,h)
functions["visuals"].manual_anti_aim_indicators(w,h)
functions["visuals"].aim_logs(w,h)
functions["visuals"].zeus_indicator()
functions["visuals"].zeus_out_of_view()
functions["visuals"].old_logs(w,h)
functions["visuals"].side_defensive_menu(w,h)
functions["visuals"].defensive_open(w,h)
functions["visuals"].side_slow_menu(w,h)
functions["visuals"].slow_open(w,h)
collidable()

if ui.get(menu["misc"].fps_boost) and has_checked == false then


functions["visuals"].fps_boost(0)
has_checked = true
elseif not ui.get(menu["misc"].fps_boost) and has_checked == true then
functions["visuals"].fps_boost(1)
has_checked = false
end

functions["visuals"].defensive_indicator(w,h)
functions["misc"].sunset()
if functions["anti-aim"].sim_time ~= nil and functions["anti-aim"].sim_time < 0
then
functions["anti-aim"].sim_tick=globals_tickcount()
end

functions["misc"].resolver()

logs.three = {}
dbs.size = 0

end

local function main_paint_ui()

local w,h = client.screen_size()


functions["menu"].visibility()

if entity.get_local_player() == nil then


functions["visuals"].is_defensive = false
end

if ui.is_menu_open() and ui_menu.selected_tab == ui_menu.easier_tab.config then


ui.update(sounds,update_cfg())
end
end

local function main_setup(cmd)


if ui_get(menu["anti-aim"].anti_aim_selector) == "Skeet" then
functions["anti-aim"].anti_aim_setup(cmd)
else
functions["anti-aim"].venus_anti_aim(cmd)
end

functions["misc"].fast_ladder(cmd)
functions["anti-aim"].teleport_techology()

if not should_shoot then


cmd.in_attack = false
cmd.in_attack2 = 0
end

should_shoot = true

end

local function main_pre_render()


functions["misc"].local_animations()
end

local function main_shutdown()


ui_set_visible(menu_reference.enabled,true)
ui_set_visible(menu_reference.pitch[1],true)
ui_set_visible(menu_reference.pitch[2],true)
ui_set_visible(menu_reference.yawbase,true)
ui_set_visible(menu_reference.yaw[1],true)
ui_set_visible(menu_reference.yaw[2],true)
ui_set_visible(menu_reference.yawjitter[1],true)
ui_set_visible(menu_reference.yawjitter[2],true)
ui_set_visible(menu_reference.bodyyaw[1],true)
ui_set_visible(menu_reference.bodyyaw[2],true)
ui_set_visible(menu_reference.roll,true)
ui_set_visible(menu_reference.freestand[1],true)
ui_set_visible(menu_reference.freestand[2],true)
ui_set_visible(menu_reference.freestand_body[1],true)
ui_set_visible(menu_reference.edgeyaw,true)

if resolver_status == true then


for i = 1, globals.maxplayers() do
if entity_get_prop(i,"m_iTeamNum") ~=
entity_get_prop(entity_get_local_player(),"m_iTeamNum") then
plist.set(i, "Force body yaw", false)
plist.set(i, "Force body yaw value",0)
end
end
end

if functions["misc"].sunset_active == true then


local sun_prop = entity.get_all('CCascadeLight')[1]

entity.set_prop(sun_prop,"m_envLightShadowDirection",functions["misc"].old_sun.x,fu
nctions["misc"].old_sun.y,functions["misc"].old_sun.z)
end

if has_checked then
functions["visuals"].fps_boost(1)
end

database.write("def_indicator_x", dbs.defensive_x)
database.write("def_indicator_y", dbs.defensive_y)
database.write("slow_indicator_x", dbs.slow_x)
database.write("slow_indicator_y", dbs.slow_y)
end

client_set_event_callback("bomb_exploded",function()
functions["anti-aim"].bomb_was_bombed = true
end)

client_set_event_callback("bomb_defused",function()
functions["anti-aim"].bomb_was_defused = true
end)

client_set_event_callback("round_start",function()
functions["anti-aim"].bomb_was_defused=false
functions["anti-aim"].bomb_was_bombed=false
miss_sp = {}
end)

client_set_event_callback("net_update_end", functions["misc"].safe_point)

client_set_event_callback("paint", main_paint)
client_set_event_callback("paint_ui", main_paint_ui)
client_set_event_callback("pre_render", main_pre_render)
client_set_event_callback("setup_command", main_setup)
client_set_event_callback("shutdown", main_shutdown)

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